Rogue
Base Class: Rogue

THUNDER, a large shuriken, is a magical weapons created by great mages in the times of old. Blessed with magical powers, the shuriken can take on different forms and merge with its wielder. THUNDER is sentient and can fly, and it is strong enough to slow the fall of a single medium or smaller sized creature.

Origin

 

At 3rd level a magical and mysterious shuriken appears on your back which you gain proficiency with. This shuriken is sentient and is named Thunder. Thunder has the Two-Handed Finesse, and Cleave properties and deals 1d12 slashing damage. You may choose this shuriken as one of your weapon masteries. If Thunder is on your back or you are holding on to it and you are falling, it can slow your fall as if by the Feather Fall spell.

If Thunder is ever forcibly taken from you, or you fall unconscious, the shuriken floats into the air begins to spin rapidly. All creatures within a 5 foot radius must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your dexterity modifier) or take 1d12 slashing damage. 

Thunder is sentient and can move on its own via telekinesis. It has HP equal to 5 times your rogue level, 10 AC, 10 in each stat, and 50 feet of flying speed though it cannot fly higher than 30 feet above the ground. Thunder has immunity to Bludgeoning, Piercing, Slashing, and Poison damage. In combat, Thunder takes its turn immediately after yours. On your turn you can command Thunder to move and attack with a bonus action or an action. Thunder uses your attack modifier to hit and deals 1d12 + your dexterity modifier slashing damage on a hit. If you used an action to command it to attack, Thunder also deals your sneak attack damage as bonus damage. If you issue no commands to it, Thunder moves towards the nearest hostile creature and takes the dodge action.

GIGANTIC

Starting at 3rd level you can cause Thunder to temporarily take on a formed called GIGANTIC. As a bonus action, you can command Thunder to grow to large size and turn bright gold. On your next turn you can command Thunder to fling itself at a target within 100 feet of it as a bonus action. On Thunders turn it flies towards the target at lightning speed. It makes an attack roll using your attack modifier, and on a hit it does 1d12 + your proficiency bonus damage. Then all creatures within 5 feet of Thunder must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). A creature takes a number of d12 damage equal to your proficiency bonus on a failed save, or half as much on a success.

GOD SPEED

At 9th level you have gained the ability to merge with Thunder to become faster. While you are merged you glow with a dim blue light and electricity sparks inside your eyes. If Thunder is adjacent to you, you can use a bonus action to merge with it. While you are merged you can split apart as a bonus action, and Thunder appears in an adjacent space or on your back, your choice. You can be merged with Thunder for no more than 5 non-consecutive minutes. You cannot use weapons or tools while you are merged with Thunder.

While you are merged with Thunder you gain the following benefits:

  • Your Dexterity score increases by 5.
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • Your unarmed strikes can deal sneak attack damage on a hit.
  • If you take the attack action, you can make an additional attack.
  • Your movement speed is doubled.
  • Your maximum jumping length increases by 20 feet.

GOD LIGHNING

At 13th level, you have forged an improved bond with Thunder and have gained access to an improved version of GOD SPEED. Whenever you activate GOD SPEED lightning sparks across your body and you gain the following benefits:

  • Whenever you deal damage, you can choose to have all or some of that damage be Lightning damage. You may decide after rolling for damage but before any effects are applied.
  • When you make an attack with an unarmed strike, you can choose to hurl a bolt of lightning instead. The reach of your unarmed strike becomes 30 feet.

Elemental Weapon Mastery

By 17th level you have attained a level of mastery with GOD LIGHTNING that allows you to make weapons out of pure electricity. While you are in your GOD LIGHTNING form, you can use a bonus action to create a weapon out of lightning that you are proficient with. It has all the properties of the normal weapon except it deals Lightning damage instead of the normal damage. You can also create a weapon as part of the same bonus action used to activate GOD LIGHTNING.

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