Rogue
Base Class: Rogue

after the healing of a traumatic event or the influence of psionic power being lifted you use skills learned as a soulknife but twist them to be radiant in nature this changes the nature of your powers and allows you to heal others of their traumatic events or from outside influence

Level 3: radiant wellspring

You harbor a wellspring of radiant energy within yourself. It is represented by your redemption Dice, which fuel certain powers you have from this subclass. The radiant blade Dice table shows the number of these dice you have when you reach certain Rogue levels, and the table shows the die size.

radiant blade Dice
Rogue Level Die Size Number
3 D6 4
5 D8 6
9 D8 8
11 D10 8
13 D10 10
17 D12 12

Any features in this subclass that use a redemption Die use only the dice from this subclass. Some of your powers expend a redemption Die, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your Psionic Energy Dice are all expended.

You regain one of your expended redemption Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.

Psi-Bolstered Knack. If you fail an ability check using a skill or tool with which you have proficiency, you can roll one redemption Die and add the number rolled to the check, potentially turning failure into success. The die is expended only if the roll then succeeds.

blinding radiance. once per short rest as a bonus action you may release a surge of radiant energy forcing all creatures in a 20 foot long 10 foot wide cone to make a dexterity saving throw or have the blinded condition for 1 minute  then you may make a stealth roll if all targets were afflicted  and move up to half your movement without provoking opportunity attacks 

The first time you use this power after each [rules]Long Rest[/rules], you don’t expend the redemption Die. All other times you use the power, you expend the die.

Level 3: radiant Blades

You can manifest shimmering blades of radiant energy. Whenever you take the Attack action or make an Opportunity Attack, you can manifest a radiant Blade in your free hand and make the attack with that blade. The magic blade has the following traits:

Weapon Category: Simple Melee
Damage on a Hit: 1d6 radiant plus the ability modifier used for the attack roll
Properties: Finesse, Thrown (range 60/120 feet)
Mastery: Vex (you can use this property, and it doesn’t count against the number of properties you can use with Weapon Mastery)

The blade vanishes immediately after it hits or misses its target, and it leaves no mark if it deals damage.

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

Level 9: Soul Blades

You can now use the following powers with your Psychic Blades.

Homing Strikes. If you make an attack roll with your radiant Blade and miss the target, you can roll one redemption Die and add the number rolled to the attack roll. If this causes the attack to hit, the die is expended.

Psychic Teleportation. As a Bonus Action, you manifest a radiant Blade, expend one redemption 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 halved. You then teleport to that space in a flash of light and any creature in 5ft  must succeed on a dc 15 dex save or gains the blinded condition, and the blade vanishes.

Level 13: radiant distraction

You can weave a veil of shimmering static to mask yourself. As a Magic action, you gain the Invisible condition 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 redemption Die (no action required) to restore your use of it.

Level 17: bewitching light

You can sweep your radiant Blades across a creatures vision . When you use your radiant Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus). If the save fails, the target has the charmed condition for 1 minute. The charmed target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you can’t do so again until you finish a Long Rest unless you expend three redemption Dice (no action required) to restore your use of it.

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