Rogue
Base Class: Rogue

     Any rogue worth their salt knows how to work quickly, but there are some rogues who have mastered this art to an intense degree. Whether through intense physical training or arcane interference, these rogues believe speed is their greatest weapon. They are often hired by treasure hunters plundering trap invested tombs or politicians in need of a quick and unassuming assassination.

Dizzying Duplicates

     At 3rd level, your blistering speed has allowed you to be in more than one place at a time.
     As a Bonus Action, you may create a number of exact duplicates made of pure speed. Your Speed will be reduced to 0 feet while the duplicates are active. These duplicates can be sent anywhere in a 120-foot radius and will remain fixed to the point you send them.
     They will perform any Action you perform that involves the use of a martial weapon with a slight delay. If you or any of the duplicates are damaged, all will vanish and you will remain in the spot you began the duplication process in. They can also be dismissed as an Action.
     The number of duplicates that will appear is equal to your proficiency bonus. 

Lightning Speed

     At 9th level, your strikes have become so quick and precise that they electrify the air around them.
     As an Action, you may use a martial weapon to hit a creature 1d8 times. Your attacks will deal lightning damage and leave a 5-foot cube of electric residue in the area where you made the attack. The residue will deal the number d6 equal to the number of actions performed and will remain for 1 minute.
     Once you use this feature, you can’t use it again until you have finished a long rest.

Spark Trail

     At 13th level, you move at such high velocity that you leave a powerful electrical current in your wake.
     As a Bonus Action, you may use your Lightning Speed feature to create a 5-foot wide lightning tether that connects your duplicates. The tether will be a straight line that connects between each duplicate point by point.
     If a creature touches the tether, they must make a Constitution saving throw. The creature will take 8d6 lightning damage on a failed save and half as much damage on a successful one.
     If you or any of the duplicates are damaged, the tether will dissipate but the duplicates will still remain active.

Strategic Stop

     At 17th level, you are able to control where you stop after moving at high speeds.
     Upon having your duplicates dismissed through getting damaged, you may warp to the space one of them occupied even if it is not the space you began the duplication process in.

Comments

Posts Quoted:
Reply
Clear All Quotes