Rogue
Base Class: Rogue

They've always been light on their feet, being able to move around silently, as if walking on air. As they hone their abilities they can use it to escape dangerous situations, even turning into wind itself

Windy powers

3rd level

Your connection with the wind has enabled you to expend energy to manipulate it. This energy is represented by your Windy dice, which are each a d4. You have a number of these dice equal to your proficiency bonus, and they fuel various windy powers you have, which are detailed below.

You regain all windy dice after a long rest and one die after a short rest.

When you reach certain levels in this class, the size of your Windy dice increases: at 5th level (d6), 11th level (d8), and 17th level (d10). The powers below use your Windy dice.

Vortex Barrier

You command the wind to push away weapons from you or one of your allies. You roll a windy die, adding the number rolled to the target's armor class till the end of your next turn, expending a Windy die in the process.

Stunning wind

You use the wind to attempt to stun an enemy. The enemy must make a Dexterity saving throw (DC 8 + your Dexterity modifier + number rolled on Windy die). On a failed save the enemy becomes prone and you expend a Windy die. At level 9 this ability stuns an enemy on a failed save and makes them prone on a success, expending a Windy die on a fail.

 

Move like air

3rd level

As you get used to feeling the air around you, you can escape situations easily. When enemies can use opportunity attacks on you, they roll a 20-sided die. Half of the enemies can use their opportunity attack, determined by the die roll (the ones who rolled higher than half of the enemies threw can attempt an opportunity attack). The number of enemies that can attack is rounded up.

Attack with the wind

9th level

You feel the wind and are able to harness it to strike an enemy the same as with any of your weapons at a range of 90 ft as a bonus action, being able to sneak attack them without advantage or an enemy of the target being nearby and you can add a number rolled on your Windy die to the damage done using the Windy die in the process. You can also do the same with a teammate's attack, using your and the teammate's bonus action for this round, as long as the teammate is within 60 ft of you.

Windify

13th level

As you learn more about how the wind feels and behaves you're able to turn yourself into wind, becoming immune to all attacks. You can either use this as an action or bonus action, which allows you to move 10 times the sum of numbers rolled on 2 Windy die, being immune to all damage while moving and difficult terrain does not affect it, or as a reaction when someone attempts to hit you, which allows you to move 5 times the sum of numbers rolled on Windy 2 die, escaping danger. You expend 2 Windy die and you remain immune to attacks till the start of the next turn. You're able to move a part of your movement, attack and turn back to wind to move away with the rest of your movement. You can also use this ability on a teammate, which ends at the start of their next turn or until they decide to turn back (For example as a way to be healed sooner).

Wind mastery

17th level

You become a master at feeling and controlling the wind, giving you the ability to fly with a speed of 30 ft and you use it as a defense against weapons, giving you +3 to your armor class. 

You also gain the ability to use any ability that uses any number of Windy dice for free once per short or long rest.

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