Rogue
Base Class: Rogue

“You want to know fear? Face down a Bladedancer, all sharp edges and crackling death. Then you’ll know fear.”

– Cayde-6, Hunter Vanguard

Lose yourself in the blade trance. Arc light galvanizes your armor and hastens your movements, and when your blade finds a target it discharges a snap of annihilating current. For as long as the trance lasts, you are the very shadow of death.

Bladedancer Features

ROGUE LEVEL FEATURE
3rd Grenade, Blink Strike
9th Blade Trance
13th Encore
17th Stalker

Grenade

Starting at 3rd level, your arc energy can form lethal explosives to harm anything within its touch, including you and your allies. Choose between one of the following grenades: Flux, Skip, or Arcbolt. Grenades can be thrown 50/100 ft. To successfully throw the grenade where desired, roll 1d20 with a DC of 8. A failure can lead to a variety of effects, such as missing the targeted location, or exploding in your hand, at the DM's discretion. Every short rest you regain 1 grenade. Every long rest, you regain all grenades and can also choose to swap your grenade type until the next long rest. At levels 7 and 15, your maximum number of grenades increases by 1. At levels 7, 15, and 18, your grenade damage dice increase by 1.

Flux Grenade.  Latches on to a single target and releases a powerful electric shock. All creatures in a 5 ft. radius sphere take 1d4 lightning damage, and the creature it attaches to takes 4d6 lightning damage.

Skip Grenade. Splits into smaller fragments that seek and damage nearby enemies. Unless the target succeeds on a Dexterity saving throw (DC equal to 8 + your Dexterity modifier + your proficiency bonus), fragments seek out the 3 closest enemies in a 15 ft. radius and deal 1d6 lightning damage each. If there are less than 3 enemies or equidistant enemies, the fragments seek out targets at random.

Arcbolt Grenade. Calls lightning to strike the point that it lands. Within a 5 ft. radius around the point, each creature takes 1d6 lightning damage. If the bolt directly strikes a creature, they must make a Constitution saving throw (DC equal to 8 + your Dexterity modifier + your proficiency bonus) or be paralyzed until the end of your current turn.

Arcbolt Grenade

Calls lightning to strike the point that it lands. Within a 5 ft. radius around the point, each creature takes 1d6 lightning damage. If the bolt directly strikes a creature, they must make a Constitution saving throw (DC equal to 8 + your Dexterity modifier + your proficiency bonus) or be paralyzed until the end of your current turn.

Flux Grenade

Latches on to a single target and releases a powerful electric shock. All creatures in a 5 ft. radius sphere take 1d4 lightning damage, and the creature it attaches to takes 4d6 lightning damage.

Skip Grenade

Splits into smaller fragments that seek and damage nearby enemies. Unless the target succeeds on a Dexterity saving throw (DC equal to 8 + your Dexterity modifier + your proficiency bonus), fragments seek out the 3 closest enemies in a 15 ft. radius and deal 1d6 lightning damage each. If there are less than 3 enemies or equidistant enemies, the fragments seek out targets at random.

Blink Strike

Jolt forward in a flash of lightning-quick speed to attack an enemy within 30 ft. This costs no movement and does not provoke opportunity attacks. You can do this once per short rest and also choose between the 2 following perks: Escape Artist, Fast Twitch.

Escape Artist

Successfully landing this attack causes you to become invisible for 10 minutes, or until you make an attack or cast a spell.

Fast Twitch

Killing an enemy with this attack immediately replenishes its use.

Blade Trance

As a bonus action, stimulate yourself with arc energy and enter the blade trance for 2 rounds. Your invigorated movements provide an additional 10 ft. to your walking speed, and your galvanized blade gains an additional 1d8 lightning damage. You can do this once per long rest and also choose between the 2 following perks: Showstopper, Vanish.

Showstopper

You can use an action to discharge chain lightning in a 10 ft. radius sphere around you. Each creature takes 4d10 lightning damage and doing this prematurely ends the Blade Trance.

Vanish

At the end of each of your turns while Blade Trance is active, you become invisible for 10 minutes, or until you make an attack or cast a spell.

Encore

Becoming a whorl of death, each enemy you kill increases the duration of Blade Trance by 1 round to a maximum of 5 rounds.

Stalker

There’s no honor in how your blade seeks out targets. If your target is surprised, land critical hits on an attack roll of 19 or 20.

Bladedancer Image

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