Rogue
Base Class: Rogue

You have traveled some of the planes and while doing so have found yourself manifesting the powers of the planes through your body. You see glimpses of places you’ve never been, you know knowledge of planes that are rarely traveled, you have memories that don’t seem to quite be yours, but most importantly you know how to get the upper hand on any enemy no matter how unknown or alien they may be, even if your powers are sometimes uncontrollable.

Planar Soul

beginning at 3rd level your very soul channels the energy of the planes and can sometimes influence the world around you by pulling the planes to overlap.

 

You have a number of Planar points equal to 1.5 x your proficiency bonus(round up), when you score a critical hit, surprise a enemy, or get a sneak attack you may expend a Planar point to roll on the Planar Crossover table below, in addition you regain all Planar points on a long rest or half as much on a short rest(round up).

 

Planar Crossover Table

Number on Dice

effect

1, elemental planes

Add an additional 2D6 or fire, cold, force, lightning, or acid damage to your attack

2, bytopia

Reroll any number of damage dice on your attack

3, Beast lands

Move up to your speed as part of this attack and gain a +2 to your AC until the start of your next turn

4, mechanus

You deal the average damage for you attack instead of rolling

5, Arcadia

The target must attack a creature other than you within range if it can next turn

6, acheron

You may make an additional attack with the same weapon after this attack.

7, elysium

You heal a number of hit points equal to half the damage dealt

8, limbo

You and the target are both teleported 30ft to a safe location in a random direction. 

9, Hades

The target gains 3 levels of temporary exhaustion that go away at the end of its next turn

10, Pandamonium

The target must make a DC wisdom Saving throw against [8 + pro + con mod] on a fail they are under the effects of the confusion spell until the end of your next turn, on a critical strike they automatically fail this saving throw.

Planar Step

starting at 3rd level you may cast misty step a number of times per day equal to your proficiency bonus.

Interplanar Knowledge

starting at 9th level, once per day, on your first turn of combat you use your bonus action to see what information you know of them, when you do roll a D8, depending what you roll you gain the following effects.

  • 1-2: knowledge of defense- the creature has disadvantage on attacks against you in the first round of combat and you have advantage on saving throws against it.
  • 3-4: Knowledge of Offense:- you have advantage on your first attack against the creature and can reroll any 1’s or 2;s on your damage dice but must take the new number
  • 5-6: Knowledge of Biology:- you know one of the creatures saving throws and one resistance, vulnerability, or immunity
  • 7-8: Knowledge of Hunting:- instead you and a number of creatures up to your proficiency mod have a +1 to attack rolls against it on your first turn in combat

 

This increases to twice a day at 12th level, and three times a day at 18th level.

Planar Fusion

starting at 13th level, you are able to infuse yourself with the planes to help you defeat your enemy, when you fail a saving throw or are hit by an attack you may use your reaction to give yourself resistance to the damage you took until the end of the triggering creatures next turn or give yourself proficiency in the saving throw you failed until the end of that creatures that next turn.

You may do this a number of times per day equal to your constitution modifier.

Your regain half the uses of this ability on a short rest.(round up)

Planar Savant

starting at 13th level if you score a critical hit you may roll on the Planar crossover table without using a planar point.

Converge the Planes

starting at 17th level you have mastered the art of using the planar overlap with you to your benefit, once per day when you make an attack against a creature and hit you may choose to roll 4 times on the Planar crossover table and choose two of the effects to add to your strike, the attack does not need to be a critical, surprise, or sneak attack and it does not use any planar points.

 

In addition the attack deals an additional two damage dice of your weapon dice but in any damage type that isn’t sashing, piercing, or bludgeoning damage, these dice are not increased by a critical strike or exceptional.

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