Rogue
Base Class: Rogue

Stuck between existing and not, you have learned to harness this treacherous state and use it to your advantage.

 
 

Guided Reality

Starting at 3rd level, you are able to wield your volatile state to aid your attacks. Once per turn when you take the attack action and don't have sneak attack on the target, you can forgo one of your sneak attack dice and add the d6 to your attack roll and apply the remaining sneak attack dice if it hits.

Hidden Port

At 3rd level, when you are hidden from an enemy, you may take the attack option and teleport up to your speed (costs movement) and maintain the benefits of being an unseen attacker. After taking this action, if your attack hits, you can use your reaction to teleport back where you started the turn.

Temporal Strike

At 9th level, after hitting a creature with an attack, you can use your bonus action to attack another creature within a range equal to your speed and may sneak attack if applicable. If the bonus action attack reduces its target to 0 hit points, you may teleport and make the attack again and continue this process if it reduces the target to 0 hit points.

Volatile Dash

Starting at 13th level, you have learned to hurl yourself into the future. Once per round as an action, you may teleport up to your speed without costing movement in a line, this line does not have to be straight (ex. 10 feet straight ahead then 20 feet to the left) and if the line passes through any creature, it is knocked prone and dealt your sneak attack damage in force damage. You cannot do anything before or after you use this ability until the start of the next turn due to the level of excursion this takes.

Chrono Burst

At 17th level, you can choose to lose control of your dunamantic state and become an agent of destruction. As a bonus action once per short rest, you can unleash your true power; when not holding anything in your hands, your unarmed strikes acquire the finesse and ranged property (60 ft.) and count as simple weapons that deal 1d10 force damage for melee, or 1d8 for ranged. Additionally, all of your attacks with these have advantage on them, and you can add {{proficiency}} to the damage of any attack roll you make. This lasts 1 minute.

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