Rogue
Base Class: Rogue

Most assassins strike with physical weapons, and many burglars and spies use thieves’ tools to infiltrate secure locations. In contrast, a Sunspark strikes and infiltrates with the burning fire from within, cutting through barriers both physical and magical. These rogues discover elemental power within themselves and channel it to do their roguish work. They find easy employment as members of thieves’ guilds, though they are often mistrusted by rogues who are leery of anyone using bursts of fire and light that could draw unwanted attention.

Amid the Material Plane and in the Plane of Fire, some Genasi walk the path of the Sunspark, serving as burning embers in the dark corners of the world. Waging an endless war within against the primordial flames that threaten to burn the world and wielder alike, the Sunspark must be ever vigilant and not let their emotions get the better of them.

As a Sunspark, your flame abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of elemental adepts and spent years learning how to harness your power.

Solar Power

3rd-level Sunspark feature

You harbor a wellspring of elemental energy within yourself. This energy is represented by your Solar Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Solar Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Solar Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Solar Energy die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Solar Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Solar Energy dice.

Burning Ambition. When your natural training fails you, your solar power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Solar Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.

Heat Shield. You can establish protective aura of warmth to bolster yourself and others. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Solar Energy die. For a number of hours equal to the number rolled, the chosen creatures gain temporary hit points equal to the number rolled plus your proficiency bonus. If a creature hits you with a melee attack while you have these hit points, the creature takes fire damage equal to a roll of your Solar Energy die.

The first time you use this power after each long rest, you don’t expend the Solar Energy die. All other times you use the power, you expend the die.

Flare Blades

3rd-level Sunspark feature

You can manifest your elemental power as shimmering blades of fire energy. Whenever you take the Attack action, you can manifest a flare 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 fire damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target.

After you attack with the blade, you can make a melee or ranged weapon attack with a second flare blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.

Blazing Blades

9th-level Sunspark feature

Your Flare Blades are now an expression of your fire-suffused soul, giving you these powers that use your Solar Energy dice:

Homing Strikes. If you make an attack roll with your Flare Blades and miss the target, you can roll one Solar Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Solar Energy die.

Trail Blaze. As a bonus action, you manifest one of your Flare Blades, expend one Solar Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space in a trail of fire, and the blade vanishes.

Mirage

13th-level Sunspark feature

You can weave a veil of heat to mask yourself like a mirage in the desert. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.

Supernova

17th-level Sunspark feature

You can force your Flare Blades to achieve nuclear fusion. When you use your Flare Blades to deal Sneak Attack damage to a creature, you can force that target to make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the attack is considered a critical hit and an explosion occurs. Additionally, all creatures within 10 feet of the target must make a DEX saving throw. If the save fails, they take fire damage equal to your Sneak Attack damage or half your Sneak Attack damage on a successful roll.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend three Solar Energy dice to use it again.

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