Rogue
Base Class: Rogue

After a close call with the Astral Plane, you’ve learned how feeble the Material Plane and its rules are. Using some loopholes with the laws of physical space, you are able to fragment off small Motes of energy, and attune with them in odd ways.

Mote Points

Starting at 3rd level, you can form small cracks in reality. You have a number of “Mote Points” equal to your Rogue level, and can use these points to do a number of things.

  • You can spend one Mote Point to spawn a Mote in a space within 50 feet of you. You do not have to see the space, and it can be occupied by a creature. You can have a number of motes active equal to your Proficiency Bonus. Motes vanish after 10 minutes.
  • Whenever you successfully enter stealth, you can spend one Mote Point to swap with one of your Motes. When you do so, any creatures within 10 feet of you before the swap take force damage equal to half your sneak attack damage. If the mote was in a space occupied by a creature, it is knocked 10 feet into any unoccupied space and also takes the force damage dealt to the other creatures. This destroys the mote.

Lock Shifting

When you choose this archetype at 3rd level, you can spend one Mote Point to disarm a trap or pick a lock as a bonus action, without requiring thieves’ tools. When you use this feature, there is no visual indication that you are tampering with the object, other than the results of the action.

Astral Flip

Starting at 9th level, as a reaction to an opponent coming within 5 feet of a mote, you can swap with said mote and take an action. You can choose to use a Mote Point to return back to your original location, but this does not consume one otherwise.

Superposition

By 13th level, any enemy within 10 feet of one of your Motes is considered within melee range of you. This range is increased by any modifiers to your melee range. Additionally, you are able to make ranged weapon attacks from your Motes.

Astral Collapse

At 17th level, you have gained the ability to reliably collapse your Motes for insane power. You can spend one Mote Point to detonate any number of your Motes as a bonus action. Any creatures within a 20 foot radius must make a dexterity saving throw or take force damage equal to your sneak attack damage and are knocked 5 feet backwards. On a successful save, the targets take half as much and aren't knocked away.

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