Rogue
Base Class: Rogue

The world is full of potential energy, a silent hum of power waiting for a spark to set it off. For a Kinetic Slinger, that spark is their own touch. These rogues are masters of the "sudden impact," specializing in the art of imbuing mundane, everyday items with volatile force. Where others see a simple deck of playing cards, a spare copper coin, or a smooth river stone, the Slinger sees a payload.

Practitioners of this archetype often walk the line between sophisticated gamblers and dangerous saboteurs. They move with an unnatural, fluid grace with constant awareness of the kinetic flow surrounding them. In combat, they are a blur of motion, flicking seemingly harmless objects that detonate with the force of a thunderclap upon impact.

This path is often chosen by those who enjoy the thrill of the high stakes. Whether they learned their craft in the backrooms of shady gambling dens or discovered a natural affinity for energy manipulation during a desperate escape, the result is the same: they are never truly unarmed. A Kinetic Slinger is always holding a winning hand, and they aren't afraid to blow the roof off the building to prove it.

Kinetic Charge

You gain the ability to imbue small inanimate objects (such as playing cards, coins, or pebbles) with volatile kinetic energy. You gain proficiency with Sleight of Hand if you don’t already have it. Additionally, you gain proficiency with  "Kinetic Objects" as ranged weapons. They have the Finesse and Thrown properties (range 20/60 feet).

The damage of a Kinetic Object increases as you gain rogue levels to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.

When you use your Sneak Attack with a Kinetic Object, you can choose to convert the total damage of the attack into Force damage.

Charged Volley

You can rapidly prime and throw multiple projectiles. When you take the Attack action with a Kinetic Object on your turn, you can use a Bonus Action to make one additional ranged weapon attack with another Kinetic Object.

Ace in the Hole

As a Bonus Action, you can charge a small object and store it on your person for up to 1 minute. The next time you hit a creature with a weapon attack, you can release this stored energy. The target must succeed on a Strength Saving Throw (DC = 8 + your Proficiency Bonus + your Dexterity modifier) or be knocked Prone and take extra Force damage.

The extra damage is 2d6, which increases to 3d6 at 17th level. You can use this feature once, and regain the ability to do so after finishing a Short or Long Rest.

Kinetic Redirection

When you are hit by a ranged weapon attack, you can use your Reaction to reduce the damage by 1d10 + your Rogue level.

If you reduce the damage to 0, you can catch the projectile if it is small enough to hold in one hand. If you do, you can immediately imbue it with energy and make a ranged weapon attack with it as part of the same reaction.

Kinetic Potential

As an Action, you can flourish a handful of objects and throw them at a point you can see within 60 feet. Every creature in a 20-foot radius must make a Dexterity Saving Throw (DC = 8 + your Proficiency Bonus + your Dexterity modifier). On a failed save, a creature takes Force damage equal to your Sneak Attack dice, taking half as much on a successful save.

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