Base Class: Rogue
Throughout history stories exist, of spectres haunting the battlefield and civil landscape alike. Those who slip inbetween the folds of reality, ever watching the events unfold. Legends speak of silent watchers, observers, guardians. Yet, if the time calls for it, they may execute that impossible shot.
Quantum Hyperpotential
At 3rd level, your control over the fundamental properties which define your state allow you to tip the probabilities in your favor.
Quanta. You gain a number of Quanta points equal to your Intelligence Modifier (minimum of 1). You regain all expended Quanta points after a short or long rest. Alternatively, you may fracture your probabilities in order to access more of your power. You may use an action in order to take an amount of d6s in necrotic damage which can not be reduced in any way equal to your sneak attack dice, regaining up to an amount of Quanta equal to half the amount of dice rolled. You may only regain Quanta this way an amount of times equal to your proficiency bonus per long rest.
You may expend Quanta in the following ways:
- When you take the Dash action using your action or cunning action, you may expend one Quanta to slip your body through any barrier. You can move through creatures and solid objects as if they were difficult terrain until the end of your turn. If you end your turn in a solid object or creature, you are shunted to the nearest unoccupied space and take force damage equal to twice the number of feet you moved.
- When you take the Disengage action using your action or cunning action, you may expend one Quanta to evade any foe. At any point during your movement this turn, you may teleport 10ft to an unoccupied space that you can see.
- When you take the Hide action using your action or cunning action, you may expend one Quanta to split off an alternative probability to take your place. After making the stealth check you immediately create an illusion of yourself where you are standing. This Illusion is as if casted by the mislead spell, and lasts until the start of your next turn.
- When you make a ranged weapon attack, you may expend one Quanta to guide the shot. If you miss a ranged weapon attack, you can reroll the attack once.
- When you make a ranged weapon attack, you may expend one Quanta to relocate and confuse your enemies. If you hit with a ranged weapon attack, you can teleport to a space within 30ft and your attack does not reveal your position if you were hidden when you made it. If you would teleport to a space already occupied by an object or creature, you take 4d6 force damage and fail to be teleported.
Unstable Probability Rifle
Starting at 3rd level, you gain the knowhow to make a custom rifle tailored to your work. Over a long rest, you may attempt to create your Unstable Probability Rifle with 8 hours and 1000gp. On a successful DC 20 Tinkering check, you create your firearm which functions as a musket, otherwise you fail and the resources are wasted. Alternatively, with the same process you may convert any nonmagical or magical firearm into your Unstable Probability Rifle, still expending the resources and making the check. On a successful DC 20 Tinkering check, you convert your firearm into an Unstable Probability Rifle, otherwise you fail and the resources are wasted.
The Unstable Probability Rifle resonates constructively only at your frequency, rendering it useless to any other creature. You may only ever have one in existence at a time, the last one becoming nonfunctional upon the creation of a new one. The Unstable Probability rifle automatically misses targets within its short range, however has a scope which functions as a Spyglass and confers a bonus to sight-based perception/investigation checks or checks related to watching an area/determining key targets from a long distance when you look through the scope equal to your Intelligence Modifier plus the weapon bonus if any. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
As your understating over your weapon grows it becomes more potent. You have +1 to attack and damage rolls with your Unstable Probability Rifle at 7th level, +2 at 11th level and +3 at 15th level. These bonuses only take effect if the bonus the Unstable Probability Rifle is lower than the one provided by this subclass.
Quantum Tunnel Vision
Starting at 9th level, your Unstable Probability Rifle grants you impossible perception when looking through the scope. Using a bonus action on your turn you can expend one Quanta in order to enhance the scope of your weapon for an amount of hours equal to the amount expended. While aiming through the scope of your Unstable Probability Rifle in this state: you gain Truesight out to the weapon’s long range, you can perceive creatures and objects behind up to 10 feet of solid material, and the bonus the scope confers to the checks detailed in your Unstable Probability Rifle feature is doubled. If you have multiple sources of advantage to your attack while the Unstable Probability Rifle is in this state, you may add your Intelligence Modifier to the attack roll.
Quantum Tunneling
Starting at 13th level, you gain the following Cunning Strike option:
Quantum Tunneling (Cost: 1d6+). Before making a ranged attack with your Unstable Probability Rifle, you may choose to empower your shot on one target. If you do so, you may only make one attack during your turn, expend any amount of Quanta, this attack ignores all cover (including full cover), and you gain advantage on the attack roll if you did not already. Your attack can pierce through an amount of feet of full cover equal to your Intelligence Modifier without damaging or coming in contact with the material. If the attack hits, multiply the amount of dice expended on this cunning strike by the amount of Quanta expended, then subtract your proficiency bonus: If the value equals your Intelligence Modifier, the attack rolls all of its damage dice at maximum. Using this leaves you vulnerable to enemies outside of your line of sight, until the start of your next turn creatures other than the one you attacked have advantage on attacks made against you.
Destructive Interference
At 17th level, your Unstable Probability Rifle can alter the resonance of its shots, to the correct frequency to tear apart the target's body. When you hit a creature that you are hidden from with your Unstable Probability Rifle, you may expend one Quanta in order to add your sneak attack dice to the damage. If the attack also qualifies for Sneak Attack, you may add it as normal. A creature affected by this feature becomes entangled with you for ten minutes. While entangled, you always know the direction to that creature as long as its on the same plane as you, and it takes damage equal to your Intelligence Modifier whenever it deals damage to you. You may only have one creature entangled at a time.
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