Rogue
Base Class: Rogue

You and your blades are one, range emphasized heavy hitting rouge that puts stealth on the side line... using masterful knowledge of anatomy and dexterous hands to slice and dice foes.

Deadly Soul

You can manifest your soul as shimmering blades of physical energy.
When you are about to make a melee or ranged weapon attack against a creature,
you can manifest a soul blade from your free hand and make the attack with that blade.
This magic blade is a simple melee weapon with the finesse and thrown properties.
It has a normal range of 60 feet and no long range, and on a hit,
it deals slashing damage equal to 1d6 plus the ability modifier you used for the attack roll.

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

Clean Cuts

You harbor a wellspring of power within yourself,
an energy that can remain manifesteed away from your body for a time.
Whenever you land an attack with a soul blade you can chose to leave it stuck inside your target.
Stuck blades cause 1 bleed damage to your target at the start of each of their turns,
and stack with themselves, up to a maximum number equal to your sneak attack dice.
This effect lasts until healed. (DC 8 heal check OR any amount of magical healing).
You can only sustain a number of stuck blades away from your body equal to your number of sneak attack dice.

Bladecaller

As a bonus action, you can recall any stuck blades you have,
dealing 1d6 piercing damage for each blade pulled out. Blades pulled out this way disapate once free.
This damage ignores damage resistance and damage reduction.
You gain one stacking temporary hp for every blade recalled up to a maximum equal to half of your max hp.
These hit points last one minute but each time you gain temporary hit points this way,
the duration is refreshed.

Excruciating Rend

You can rip through a creature rendering them imobilized by the pain.
When you use your Bladecaller to deal peircing damage to a creature with three or more stuck blades.
You can force that target to make a constitution saving throw
(DC equal to 8 + your proficiency bonus + your Dexterity modifier). Unless the save succeeds,
the targets speed is reduced to 0 until the end of its next turn. You can use this ability two times per short rest.

Flurry of Blades

Beginning at 9th level, you can attack twice, instead of once, whenever you use the this ability.
In addition, if you use your bonus action to attack with blades with your Deadly Soul ability,
you may also make an additional attack, for a total of 4. Using this ability reduces the size of your knife damage by 1 step,
to a minimum of 1d4(1d6 on your normal blades, and 1d4 for your bonus action blades).

Heightened Control

Your soul blades are now an expression of your power-suffused soul,
giving you finer control over your soul blades.
Whenever you make an attack action, you may replace one of your attacks with one of the following options.
You may apply one of this abilities, once per turn, in place of one of your attacks using your soul blades.
You may us this ability a number of times equal to your dexterity modifiers. All uses return after a short or long rest.

-Double Daggers
You use your very being to give your blades a particularly ethereal quality.
When you use this option, you don’t make an attack roll for the attack.
Instead, the blade shoots forward in a line, which is 1 foot wide and 30 feet long.
The blade passes harmlessly through objects, ignoring cover.
Each creature in that line must make a Dexterity saving throw.
(DC equal to 8 + your proficiency bonus + your Dexterity modifier)
On a failed save, a creature takes damage as if it were hit by one blade, plus an extra 1d8 piercing damage and is stuck with two blades,
suffering the effects of Clean Cuts as such.
On a successful save, a target takes half as much damage and is stuck with only one blade.
The number of blades stuck with this ability can exceed the characters normal maximum of stuck blades.

The piercing damage of Double Daggers increases to 2d8 when you reach 18th level in this class.

-Blinding Blade
You weave illusion magic into your blade, causing it to occlude your foe’s vision with shadows.
The creature hit by the blade takes an extra 2d8 psychic damage,
and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

The psychic damage of Blinding Blade increases to 4d8 when you reach 18th level in this class.

Bladestorm

You do not fight with blades, or throw blades. You ARE a blade, and as such all blades obey your will.
Where you command, they march. You can choose any 10 targets within 60ft of you. Each of them must make a Dexterity saving throw.
DC equal to 8 + your proficiency bonus + your Dexterity modifier)
On a failed save, the target takes 14d6 piercing or slashing damage, and is stunned until the end of my next turn.
This damage counts as magical. On a successful saving throw, they take half as much damage and are not stunned.
You may not use this ability again until you complete a long rest.

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