Rogue
Base Class: Rogue

The Firelight, a mysterious spark that appears in rebels and freedom fighters, and in those from humble origins that have the ingenuity and nerve to reach for greatness. It bestows an otherworldly agility on the bearer, heightening their speed, making their steps crackle with electric power, and giving them the stamina to push forwards through adversity. An ancient phenomenon, rogues of the Firelight archetype have often been characterized as thieves who stole lightning from the gods and brought it to mortals, causing them to leap ahead into new eras.

More recent Arcane scholars have found the secret of the Firelight lies in crystals that are fragments of lost and forgotten earth primordials, which act as the catalyst to awaken innate magic and impart their own strength. There are some who theorize these crystals carry memories of those ancient primordials, as well, potentially meaning that those who bear the spark are set apart for a fate that brings cosmic secrets and forces to conflict. Whether the Firelight spark has been with you for as long as you can remember, or it came to you recently, you are now charged up and ready for an unpredictable adventure.

Level 3: Firelight Dash

The Firelight propels you forwards like a bolt of lightning, letting you avoided enemies in your way and zapping those in your path.

When you use your Withdraw Cunning Strike or Cunning Action feature to Disengage or Dash, you can move through the spaces of creatures and across vertical surfaces. In addition, you gain half level+Dexterity modifier temporary HP and enemies you move within 5 feet of must make a Dexterity save, taking 1d6 Lightning damage on a failure; a creature can only take this damage once per dash. The damage increases by 1d6 at levels 5, 11, and 17. You can use a Firelight Dash proficiency times a long rest.

Level 3: Firelight Spark

You can muster up the Firelight to hit your target with a surge of power that can fork and split to shock other nearby enemies.

When you make a Sneak Attack, you can choose for the Sneak Attack damage to be Lightning instead of its normal type, and to reduce its damage by up to proficiency die and deal a die of that damage to a creature within 5 feet of the target of the Sneak Attack. The secondary target must make a Dexterity save, and takes the damage on a failure.

Level 9: Hexflash

The mysterious magic of the Firelight has made you even more fast and elusive, able to outmaneuver enemies who were sure they had you caught.

Opportunity attacks rolls against you have disadvantage. In addition, your speed increases by 10 feet.

Level 13: Static Shock

Some of the Firelight's magical charge lingers after you draw on it, leaping out to shock enemies who approach you.

When you have temporary hit points from your Firelight Dash feature, whenever an enemy hits you with a melee attack, it takes 5 Lightning damage and can't take reactions until the end of your next turn.

Level 17: Roar of the Spark

You have reached a stage with the Firelight where it sometimes visibly glows and dances across your skin, ready to burst out at a moment's notice.

During the first turn of combat, you may make a Firelight Dash without expending a use of the feature. In addition, you gain an attack you can make at the end of your Firelight Dash feature against one creature damaged by it, which deals 2d8 Lightning damage and uses Dexterity.

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