Rogue
Base Class: Rogue

For every monarch, there exists a protector for that monarch. For some, it might be a hired captain. For others, a steward loyal to the noble family. For the kingdom of Lucis, there exists the Kingsglaives. For each new future monarch that is chosen, so is chosen a Kingsglaive to protect him. The kingdom of Lucis possesses a powerful magical artifact called the Crystal, which allows chosen individuals to warp their weapon to their hand by transporting it through the Ethereal Plane. The monarchy of Lucis also possesses a separate ability along with the original ability: being able to reverse the process and warp themselves to their weapon. This can be used to teleport to one's own weapon, causing major damage due to the force of impact. If needed, however, the current or future monarch can choose to pass this ability onto their chosen Kingsglaive, leaving an intense magical scar or Mark, but transferring the ability of the monarch to the Kingsglaive. If this ritual is performed, the Kingsglaive and his monarch must venture out into the world to prove that the Kingsglaive is worthy of holding the power of kings. They must complete this 5-year period before coming back and being accepted as King and Kingsglaive.

Warping

You have the ability to warp to your weapons when they are thrown. You gain an amount of Warp Points equal to 2+your Dexterity modifier (min. of 3). If you use your Attack action to perform a ranged attack on an enemy with a weapon with the Light property, you can spend 1 Warp point to transport yourself to the place where your weapon landed. If the attack would hit, you add your Dexterity modifier to the damage roll of the attack. If the attack misses, then you still warp to the weapon, but no modifiers are applied to the roll. This will use your Cunning Action for the round, but your bonus action will remain free to use. You can only warp once per turn, therefore you cannot warp twice thanks to the Extra Attack feature. You regain all your expended Warp Points at the end of a short of long rest, in which you must spend time drawing power from the Crystal through a 20 minute ritual. The warping counts as a form of transmutation magic, not conjuration, for the sake of nullifying abilities.

Bladed Proficiency

Thanks to your training in bladed weapons, you have obtained new knowledge in how to use them. You add your proficiency modifier to all attack rolls for weapons that deal slashing damage and you also gain a +1 to attack rolls with slashing weapons. Your Warp Points increase to 3+your Dexterity modifier (min. of 4) and all weapons that deal slashing damage that use a d4 for damage rolls will now change to a d6. You can also attempt a warp with a non-light weapon that deals slashing damage (see rules on improvised ranged weapons on page 148 of the Player's Handbook, ignoring the rule about the damage of the weapon(they will deal damage as normal)) by making a Dexterity saving throw with a DC equal to 10+the damage to weapon normally does (if it deals 1d10, then the DC is 10+1d10, etc). If the saving throw is passed, then you warp as normal. If the saving throw is failed, however, you still warp to the point, but lose out on the extra damage from Warping and use 2 Warp Points instead of 1.

Lucian Sorcery

Your practice of the Lucian arts has resulted in the development of some spellcasting techniques. You can choose between taking either Thaumaturgy  or Prestidigitation as cantrips. You can also cast Misty Step twice per short/long rest and Thunder Step twice per long rest, using Charisma to decide on any DC's appropriate. Additionally, you no longer need to attack an enemy to warp to your weapon, but the weapon must travel at least 30ft and be lodged in an object to be able to warp. These spells count as transmutation spells for the sake of nullifying abilities.

Warping Mastery

You have gained a knowledge of the Lucian art of warping that almost no one else has. You can now use any weapon to warp as described in the Bladed Proficiency feature, using the same save as with Bladed Proficiency. You can also now warp as many times as you want per turn and your Warp Point total increases to 5+your Dexterity modifier. Additionally, as a reaction, you can make an attack miss you if you know it hits by spending 1 Warp Point to phase through the attack. You can only do this once per combat encounter; any more times used will result in a level of exhaustion. The attack must come from an attack roll and not a saving throw to work. Additionally, when you hit an opponent with a weapon that has used your Warping feature, all creatures in a 10ft sphere around the target must make a Dexterity saving throw or take 2d10 force damage, with half as much on a success.

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