Rogue
Base Class: Rogue

A vagabond wanders the streets, a faint purple glow surrounds him like an aura. He comes upon a dice game down an abandoned alley. His clothes are ragged and his possessions are few. He throws his lot in with the crowd, hoping to win some money for a small dinner tonight. He tosses the dice, hoping for snake eyes. The dice look like they're not gonna fall his way until he gives them a gentle nudge, purple energy surrounding the dice. 

Your training has taught you how to harness and manipulate the kinetic energy around you. You have found a new way of utilizing your sneak attack dice, harnessing energy and using it to your advantage. Rouges who learn the secrets of harnessing kinetic energy manipulate the world around them and imbue their strikes with built up energy or bolster themselves and protect themselves from harm.  

 

Kinetic Energy

At third level your training has taught you how to harness and use kinetic energy in place of your sneak attack. As an action you can imbue a number of objects equal to your sneak attack dice with kinetic energy. The objects count as weapons and gain the thrown property with a range of twice your DEX score and must be able to be held in one hand. As a part of the same action you can make a number of attacks equal to the number of objects you created. On a hit the attacks deal 1d10 of force damage. These attack count as magical for the purpose of overcoming resistance and immunity and if you use this ability you can not apply sneak attack damage in the same turn. The objects revert to their inert nature at the end of your turn. 

Mechanical Energy

At ninth level you have learned how to harness energy into a weapon. As a bonus action you can manifest a quarter staff made of out pure energy. The quarterstaff has the versatile, finesse and thrown properties and you are proficient with it. You can only manifest one quarterstaff at a time and if you use a bonus action to manifest a second quarterstaff the first one dissipates. 

Latent Energy

At thirteenth level you have learned how to use energy as a shield to protect yourself from harm and enhance your own abilities. As a bonus action you wreathe yourself in latent energy. Until the start of your next turn you take half damage from attacks that deal bludgeoning, piercing or slashing damage.  You also double your jump height and distance plus your movement speed is doubled. You can use this feature a number of times equal to your proficiency bonus and regain all uses after completing a long rest. 

Potential Energy

At seventeenth level your grasp and knowledge of energy has allowed you to turn your enemies attacks against them. When you receive damage from a weapon attack you gain a d6. You can accumulate a number of d6's in this way equal to your proficiency bonus. When you hit with a weapon attack you can use a bonus action to deal force damage equal to the number of d6's you've accumulated. When you deal force damage in this way, if the target is a large or smaller creature you can force them to make a STR saving throw  equal to 8 + your proficiency bonus + your STR modifier. On a fail the target is pushed back 10 ft and knocked prone

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