Rogue
Base Class: Rogue

a rouge adventurer who fight with unparalled mobility. often depictated as ninjas or adventurers from the east.
their speed makes the fearsome combatent and often annoying to hit or catch.

Level 3: Flash mark

3rd Level: Flash Mark

You gain the ability to mark creatures and objects with a magical mark of your design.

Marking:

As a Bonus Action, you can touch one creature or object within your reach and place a Flash Mark on it.
Alternatively, you can use an action to place Flash Marks on up to two creatures or objects within your reach. You must have a free hand yo place the Flash mark.

the Flash mark is visible only to you and those with true sight or similar powers, it can also be sensed through spells or abilites that can sense magical phenomenon like detect magic. you can customize the Flash mark into a small shape of your design that is no bigger than the palm of your hand.

When you attempt to mark a creature, it must succeed on a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your Dexterity modifier or become marked. An object is automatically marked when you place a Flash Mark on it.

A Flash Mark lasts for 1 minute. You can have a number of Flash Marks active at one time equal to your Proficiency Bonus.

Flash Teleportation:

While a creature or object is marked, you can teleport directly to the mark if the space is not occupied by another creature or to a place 5 ft that mark as a Bonus Action, provided you are within 120 feet of the mark and you can perceive it.

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at level 9 range increase to 400 ft and dont need to peceive it to teleport. level 13 range increase to 1 mile. level 17 range increase to 6 miles.

at level 9 duartion increase to marks on object to 10 minutes. Level 13 duartion increase to marked object to 24 hours. 

at level 13 duartion to marked creatures to 10 minutes. level 17 duartion to marked creatures last 1 hour.
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When you teleport to a mark, the Flash Mark disappears. 

at level 13 marks on object last the full duartion. on level 17 marks on creatures last the full duartion.

If a marked object is within 5 feet of you, its Flash Mark doesn't count against the duration of your marks. When the object moves farther than 5 feet from you, its remaining duration begins. The mark expires when its duration ends, even if the object later returns to within 5 feet of you.

An object embedded in or otherwise attached to a creature is treated as a marked creature for the purposes of this feature.

You can use Flash Mark a number of times equal to half your Rogue level (rounded down), and you regain all expended uses when you finish a Long Rest.

 

A Flash Mark can also be removed by magic such as dispel magic or remove curse, at the DM's discretion.

 

You also gain proficiency with Calligrapher's Supplies.

Flash strike

3rd Level: Flash Strike

Once per turn, when you teleport at least 10 feet and hit a marked creature with an attack before the end of the turn, the attack deals an extra 1d6 Force damage as you tear through space to reach your target.

when you flash teleport to a creature its is still considered marked untill the end of your turn 

After you deal this extra damage, your Speed increases by 10 feet until the end of the turn.

Greater Flash mark

9th Level: Greater Flash Mark

Your Flash Mark improves in the following ways:

  • The range of your Flash Teleportation increases to 400 feet.

  • You no longer need to perceive a mark to teleport to it.

  • A Flash Mark placed on an object lasts for 1 hour instead of 1 minute, and Flash Mark on creatures last 10 minutes.

Additionally, when you teleport using Flash Teleportation, you can use one of the following benefits.

Disappear. If no hostile creature can see or otherwise sense you at your destination, you can take the Hide action.

Vicous flash. If you teleported to a creature, the next attack you make against that creature before the end of your next turn deals extra damage equal to half your Sneak Attack dice, rounded down.

Untouchable. You don't provoke Opportunity Attacks until the start of your next turn.

Passenger. You can teleport one willing creature within 5 feet of you to the same destination.

Evasive flash. the next melee attack roll at on you is at disadvantage and you get advanatge on dexterity saving throws untill the end of your next

 Precision strike: if you miss an attack roll you can roll 1d6 to attempt to change the outcome.

You can use these additional benefits a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.


Save Point Flash:

When you are forced to make a saving throw, or when an attack roll is made against you, you can use your Reaction before the roll is made to teleport to one of your Flash Marks.

The destination must be a location to which you can teleport using Flash Teleportation.

If you teleport in this way, you avoid the triggering attack or effect. If the triggering effect specifically targets you, such as the charm person spell, the effect fails against you.

Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Mark of death

13th Level: Mark of Death

Your Flash Marks become more potent.

  • A Flash Mark placed on a creature lasts for 1 hour

  • A Flash Mark placed on an object lasts for 24 hours and don't disappear after you teleport to objects.

  • The range of your Flash Teleportation increases to 1 mile.

  • Your Flash Strike deals 2d6 extra damage instead of 1d6.

  • When you deal sneak attack damage with your flash strike feature, you can choose for that damage to be Force damage or the same damage type dealt by the weapon used for the attack.

  • Your attacks against marked creatures score a Critical Hit on a roll of 19 or 20 on the d20.

  • save point flash get an addition use.

Marking in Combat:

Once per turn, when you hit a creature with an attack roll, you can place a Flash Mark on that creature without requiring a separate action

Flashing Opportunity:

When a marked creature you can see moves within 45 feet of you, you can use your Reaction to teleport to an unoccupied space within 5 feet of that creature and make one opportunity attack against it.

You can use this feature once, and you regain the ability to do so when you finish a Short or Long Rest.

God Speed

17th Level: Godspeed

Your mastery of Flash Mark allows you to move at incredible speed.

Your Flash Marks no longer disappear when you teleport to creatures and instead last the full duration.

You can use Save Point Flash  3 times and Flashing Opportunity 2 times. per short rest

the range of which you can teleport to your marks is increased to 6 miles.

Flow State:

As an Action, you can enter a state of absolute focus that lasts for 1 minute. While in this state, you gain the following benefits:

Double Flash.
When you teleport using Flash Teleportation, you can teleport twice if you teleported as a bonus action. Each teleport must have a different destination.

Rapid Assault.
When you take the Attack action on your turn, you can make two attacks instead of one. Flash Strike can apply to each attack, provided each attack meets its requirements.

blinding speed. You get  an extra 30 ft of movement speed and if you move 40 ft on your turn before attacking another creature you get advantage on your next attack roll. If you teleported before finished moving 40 ft than the amount of movement you need to spend  to get advantage on your next attack roll resets to 0.

Heightened Defense.
You gain a +2 bonus to your Armor Class.

 

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