Rogue
Base Class: Rogue

Characterized by their ability to dodge around the battlefield and use projectiles to close gaps, these creatures can momentarily bend themselves into quick series of after images of light, using their dodge as a form of reactive movement. 

Drift Dodge and Plasma Pistol

You gain the ability to Drift Dodge away from danger and attack from a distance with a Plasma Pistol that recharges when you damage enemies.

While using the dodge action, in addition to the benefits you gain from the dodge if a creature makes a weapon or spell attack against you, but that attack misses, you may spend your reaction to move up to 15 feet in a straight line from your current location to an unoccupied space that you can see. This movement does not provoke attacks of opportunity.

In addition, as an action or bonus action, you may expend a charge of your plasma pistol to fire a blast of plasma at a creature within range. The attack modifier is equal to your dexterity + your proficiency bonus. The damage is equal to 1d6 + Dex force damage.

This feature has charges equal to your proficiency bonus.

You automatically regain one charge of this feature if you hit a creature with a melee attack. You regain all charges on a long rest.

Phantom Strike

After dodging using your Drift Dodge feature, you can unleash a powerful melee weapon attack where you land. You make a melee attack against a creature within 5 ft of your dash. You add your sneak attack dice when calculating damage for this attack (even if you don't have advantage against that creature)

Heavy Strike

This attack unleashes a wide slash that surrounds you.

As an action, you may momentarily morph your weapon with hard light into a large cleaver and then swing it, hitting all creatures within 5ft of you. The creatures must succeed a DC 15 Dexterity check or receive 8d6 slashing damage, or half as much on a failed save.

If you take this action on your turn, you may not take use your reaction until the start of your next turn.

You have 2 uses of this feature, you regain spent uses when taking a long rest.

Upgraded Weaponry

Your weapons and abilities receive an upgrade to better suit your fighting style of evasion and calculated engagements. You gain the Plasma Railgun, Chain Dash, and Bullet Deflect features.

Your Plasma Pistol is upgraded to have the capabilities of a Plasma Railgun attack.

As an action, you may expend two uses of your Plasma Pistol feature to fire off a 60ft long and 5ft wide line of force. All creatures within the line must make a DC 15 dexterity saving through or take 4d6 force damage on a failed save or half as much on a successful save.

Your Drift Dash can be chained multiple times in a round to allow you to quickly maneuver around the battlefield.

Your Drift Dash feature no longer uses your reaction when maneuvering around your environment. If, however, you decide to use the Phantom Dash feature, it will now use your reaction.

You may now use your reaction to deflect projectiles in defense.

You can use your Reaction to deflect the projectile when you are hit by a ranged weapon Attack or the magic missile spell. When you do so, the damage you take from the Attack is reduced by 1d 10 + your Dexterity modifier + your rogue level.

Hyper Light Drifter Image

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