Base Class: Rogue
The Void Strider is a rogue who has mastered the arcane energies of the void, an enigmatic dimension that permeates the fabric of reality. These rogues harness the void's power to enhance their physical abilities, enabling them to move with supernatural agility and strike with devastating force. Their training blends ancient martial techniques with void manipulation, creating a unique warrior who can bend space and time to their will. Void Striders are rare and feared, their mere presence on the battlefield enough to turn the tide of any conflict. Their skills are honed through rigorous training and exposure to the void's mysterious energies, making them unparalleled in both offense and defense.
Strider's Agility
Your agility is enhanced by void energy. You gain the following benefits:
- Your movement speed increases by 10 feet.
- You gain proficiency in Acrobatics. If you already have proficiency in Acrobatics, you gain expertise, which means your proficiency bonus is doubled for any ability check you make with it.
- You gain proficiency with firearms and can wield any one-handed weapon in each hand without any restrictions, ignoring the requirement for the Dual Wielder feat.
Void Techniques
You have learned to harness the void's power through special techniques. These techniques are fueled by Technique Points (TP). You have a number of Technique Points equal to twice your rogue level (e.g., 6 TP at level 3). You regain all expended Technique Points when you finish a short or long rest. You may choose up to 4 techniques at 3rd level, you may choose an additional 2 techniques at level 8, 13 and 17.
Adrenaline Surge
As a bonus action, gain advantage on all attack rolls for 3 rounds.
Arc Dart
As a bonus action, fire a blast of magic at a single target within 60ft. . A creature if it fails a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) is pushed 10ft back and take 1d8 force damage.
Blink
As a bonus action, teleport up to 60 feet to an unoccupied space you can see.
Bullet Jump
As a bonus action, leap up to 30 feet in any direction. This movement does not provoke opportunity attacks.
Chrono Anchor
As an action, place a temporal anchor on yourself. For the next minute, if you are reduced to 0 hit points, you are instead returned to the position and half the hit points you had when you placed the anchor. Once this effect triggers, the anchor disappears.
Energy Burst
As a bonus action, deal 2d6 force damage to a creature you hit with a melee weapon attack this turn.
Energy Shield
As a reaction, when you take damage, reduce that damage by 1d10 + your rogue level.
Ethereal Form
As an action, become ethereal for 1 minute. During this time, you can move through objects and creatures as if they were difficult terrain. If you end your turn inside an object, you take 1d10 force damage.
Grappling Hook
As an action, launch a grappling hook up to 30 feet. Pull yourself to the target if it's an object, or pull a creature toward you if it fails a Strength saving throw (DC 8 + your proficiency bonus + your Dexterity modifier).
Kinetic Absorption
As a reaction, when you take damage, you can absorb some of the kinetic energy. Reduce the damage by half and gain temporary hit points equal to the damage reduced.
Phase Shift
As an action, become ethereal until the start of your next turn. While ethereal, you cannot be harmed as you enter the ethereal plane. When you return from the ethereal plane, you next attack is at advantage.
Quantum Displacement
As an action, swap places with a willing creature you can see within 60 feet. The target must be your size or smaller.
Quick Recovery
As a bonus action, regain hit points equal to 1d8 + your rogue level. You can use this technique a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Reflex Dash
When an attack misses you, you can use your reaction to move up to half your speed not provoking opportunity attacks.
Shadow Step
As a bonus action, teleport up to 30 feet to an unoccupied space you can see that is in dim light or darkness.
Singularity
As an action, create a 15-foot-radius sphere of gravitational force at a point you can see within 60 feet. Each creature in the sphere must make a Strength saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). On a failed save, a creature takes 5d8 force damage and is pulled to the center of the sphere. On a successful save, a creature takes half as much damage and isn't pulled.
Slide Attack
When you take the Dash action, you can make one melee weapon attack.
Temporal Distortion
As an action, slow time for one creature you can see within 30 feet. The target must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or its speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions until the end of your next turn.
Void Cloak
As an action, become invisible until the end of your next turn or until you attack or cast a spell.
Void Strike
As an action, make a melee weapon attack with advantage. If it hits, it deals an additional 6d6 force damage.
Vortex Strike
As an action, create a vortex at a point you choose within 30 feet. Each creature within 10 feet of that point must make a Strength saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or be pulled 10 feet toward the vortex and take 3d6 force damage.
Wall Run
As part of your movement, you can run along vertical surfaces without falling during the move.
Enhanced Reflex
You have honed your reflexes to a razor's edge. You gain the following benefits:
- When you make a Dexterity saving throw, you can add your Intelligence modifier to the roll.
- You can use Uncanny Dodge without expending your reaction, but only once per short or long rest.
Master of Arms
Your mastery of weapons and attunement has reached new heights. You gain the following benefits:
- You can attune to one additional magic item.
- You can change one attuned magic item during a short or long rest by spending 10 minutes focusing on the new item.
Ultimate Void Form
You can enter a heightened state of combat prowess, channeling void energy. As an action, you can enter Void Form for 1 minute. During this time, you gain the following benefits:
- Your movement speed doubles.
- Your melee weapon attacks deal an additional 2d10 force damage.
- You have advantage on Dexterity checks and Dexterity saving throws.
- You can use Evasion without expending your reaction, but only once during the duration.
Once you use this feature, you can't use it again until you finish a long rest.
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