Base Class: Rogue
A trickster that uses feints, phantoms, and teleports to be a menace on the battlefield
Blade Step
Starting at 3rd level when you throw a dagger, you can use a bonus action to teleport to its location. If the dagger hits a creature, you can make a Charisma (Deception) check contested by the target's Wisdom (Insight). On a success, you gain the benefit of your sneak attack for that attack.
Dagger Dance
When you throw a dagger while within 5 feet of an enemy, you do not have disadvantage on the attack roll.
Phantom Feint
Starting at 9th level when you teleport using your Blade Step feature, you can create a decoy in the space you teleported from a number of times equal to your charisma modifier (minimum of 1) per long rest. The decoy lasts until destroyed (AC equal to your AC, and 1 hit point) and counts as one of your allies. While the decoy is within 5 feet of you, enemies have disadvantage on attacks against you. You can mentally command the decoy to move up to 30 feet to an unoccupied space you can see (No action required), and you can make attacks from the decoy’s position as if you were standing there.
Evasive Step
Starting at 13th level when you are targeted by an attack, you can use your reaction to attempt a swift dodge. Roll a Charisma (Deception) check contested by the attacker’s Wisdom (Insight). On a success, you teleport up to 15 feet to an unoccupied space you can see, and the attacker has disadvantage on the triggering attack.
Phantasmal Onslaught
Starting at 17th level as a bonus action you may activate your Phantasmal Onslaught for 1 minute. During this time blade step requires no action and activating phantom feint does not expend a use of it. Additionally when you blade step you may create 3 duplicates around you as if casting mirror image.
Comments