Base Class: Rogue
Stormlash Rogues fight with the speed and force of a Lightning Strike. They build momentum with quick footwork, turning every burst of movement into a charged assault that cuts through enemy defenses. Their Sneak Attacks explode with electrical power, allowing them to weave through battle faster than the eye can follow. As they master their craft, their strikes ricochet between foes in arcs of living lightning, and a single well-times cut can stun even the strongest opponent. Stormlash Rogues excel at sudden repositioning, explosive openings, and punishing enemies who underestimate the power hidden in the moment of acceleration.
Level 3: Lightning Rush
Your speed builds a crackling charge that strikes with surgical precision. If you move at least 20 feet on your turn before making an attack against a creature, you don't need Advantage on the attack roll to make a Sneak Attack, as long as you do not have Disadvantage on the attack roll
If you deal Sneak Attack damage in this way, you can choose to have the Sneak Attack damage be Lightning damage instead of the weapon's normal damage type.
Level 3: Static Shock
Your charged strikes disrupt an enemy's reflexes, leaving them unable to hinder your movement. When you deal Sneak Attack damage with your Lightning Rush feature to a creature, that creature cannot make Opportunity Attacks until the start of its next turn.
You gain the ability to cast Shocking Grasp as a Cantrip
Level 9: Stormburst Dash
Your momentum crackles outward in a violent thunder wave when you break into a full sprint. when you use your Cunning Action to Dash, you unleash a wave of thunderous energy. Each creature in a 15-foot cube originating from you must make a Strength saving throw (DC 9 plus your Dexterity modifier and Proficiency Bonus) or take Thunder damage equal to half the number of your Sneak attack Dice for your level (Round Up), and be pushed 10 feet away from you. On a successful save, a creature takes half as much damage only. You can use this feature a number of times equal to your Dexterity modifier (Minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 13: Lightning Rebound
Your charged strikes unleash volatile arcs of power that lash out when your precision strikes align. when you deal Sneak Attack damage to a creature, if you roll the same number on two or more of the d6's, you can cause lightning to arc to a different target of your choice within 30 feet of the target. The new target must make a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus).
Roll Sneak Attack damage for the new target. on a failed save, the creature takes Lightning damage equal to the roll's total. On a successful save, a creature takes half as much damage.
Ones you use this feature, you cant do so again until you finish a Short or Long Rest.
Level 17: Stormlash Mastery
You command your lightning with expert precision, granting the following benefits.
Improved Lightning Rebound. When you use your Lightning Rebound feature and roll your Sneak Attack Damage for the arc, if you roll the same number on two or more of the d6's in that roll, you can make the Lightning leap to a second creature of your choice within 30 feet of the previous target. A creature can be targeted only once by Lightning Rebound each turn.
Improved Lightning Rush (Cost: 4d6). you gain the following Cunning Strike option. The target must succeed on a Constitution saving throw, or it has the stunned condition until the end of its next turn.
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