Base Class: Rogue
Trained to infiltrate and acquire information and items without ever being noticed, these special operative rogues are typically hired for hunting down government secrets. Kinetic Echo rogues are also hired to participate in wars or battles when needed, used in subterfuge and espionage. However, if caught, these spies are able to dawn special armor which makes them more akin to a super soldier than traditional covert operatives. Upon completing an assignment, they are paid in bounties of vast treasures to fit their needs.
The Kinetic Echo rogues are highly mobile, and operate both individually, or on a large scale, serving the needs of whomever employs them. Their motives vary; One could be a renegade agent on the run, acting in desperation, and attempting to stay under the radar of several countries. Meanwhile, another could spend their life serving a single monarchy, for the purposes of making sure the kingdom remains connected and secure. One might even find themselves the sole hero of a small settlement, ensuring safety to the people in the most remote regions.
Whatever the case may be, Kinetic Echo rogues are a unique force, and should not be taken lightly.
Dirty Fighter
Starting at 3rd level You gain an additional way to use your Sneak Attack; You may expend your bonus action so that you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
Taser Whip
At 3rd level, you can summon forth a shimmering blades of electric energy. Whenever you take the Attack action, you can manifest an electric blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals lightning damage equal to 1d4 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a ranged weapon attack with a manifested whip of lightning with a range of 15 feet as a bonus action on the same turn, provided your other hand is free to create it. The creature must then make a Constitution saving throw. On a failed save, it is stunned until the end of your next turn.
You can use this ability once per long rest. at 5th level, the number of uses doubles, and at 7th level, the number of uses triples.
Power Suit
A blazing field appears and surrounds you, sealing you in a near impenetrable armor. You summon a powerful suit of magical armor onto yourself, dealing 1d4 fire damage to yourself on the summon. The armor grants you a +4 bonus to AC.
In this form, your Taser Whip ability is altered to no longer being able to stun, but instead, the target must make a STR save throw, or become grappled and move towards you 10 ft. The grapple condition lasts until the start of its turn.
As an action, you can remove this armor the same way you summoned it, taking 1d4 cold damage.
This ability can be used once per long rest.
Armored Agility
At 13th level, you have mastered new ways to use your Power Suit's abilities, detailed below.
Kinetic Acrobatics. As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you use this ability, you can't use it again until you move 0 feet on one of your turns.
Particle Dash. When you take the Dash action, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Dexterity modifier. If the save fails, you can knock the target prone or move it up to 10 feet horizontally.
Escape Sphere
At 17th level, you shapeshift into a small orb, granting you a split second to withdraw. As an action, you become an orb, that is considered small in size. you can also use an action to exit this form. Until the form ends, your speed increases by 10 ft., you gains a +2 bonus to AC, you have advantage on Dexterity saving throws, and all ranged and melee attacks have disadvantage to hit you. Additionally, you can dash as a bonus action. The only actions that can be used in this form are the Dash, Disengage, or Hide action.
in this form, you retain all weight, regardless of being considered small.
Comments