Rogue Features
Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Thieves' Cant
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Steady Aim (Optional)
At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Subclass: Soulknife
Psionic Power
Starting at 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
The powers below use your Psionic Energy dice.
Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
Psychic Whispers. You can establish telepathic communication between yourself and others — perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.
The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.
Psychic Blades
Also at 3rd level, You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic 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 psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic 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.
Soul Blades
Starting at 9th level, your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:
Homing Strikes. If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.
Psychic Teleportation. As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy 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. You then teleport to that space, and the blade vanishes.
Race: Kisei-kai (Symbiote)
Size: Your size is Medium
Speed: Your base walking speed is 30 feet.
Age: Kisei-kai share the same lifespan as their host. If they do not have a host, they have a natural lifespan of only 1 month.
Host Adoption: Over the course of an hour, you can bond to a host. You require a host to live for long durations, you can still be away from your host as you are still connected via a silver thread within the Astral Plane but become weaker when far away. You gain the following features while within 120ft of your host:
You gain the skill proficiencies of your host creature, the languages, as well as any climbing, flying, or swimming speeds your host may have.
When your host benefits from a bonus to AC (from items, spells, or other effects), you both gain the AC bonus. If either you or your host are in the same space, you both share the higher AC between you or the host.
While bonded and within the same space, your hosts body becomes surrounded by you as a form of living skin, you give a +1 bonus to AC to your host.
Telepathic Bond: You can communicate telepathically with Your host. The communication is one-way, allowing the you to transmit thoughts and emotions to your host. However, the host cannot send telepathic messages in return unless they have a telepathic ability of their own.
Life Empowerment: You can use the hit dice of your host to heal yourself and your host. On your turn as a bonus action, you can expend one of your host's hit dice to heal both you and your host for an amount equal to the result rolled on the hit die plus yours or your hosts constitution modifier (Whichever is higher).
Symbiosis Protection: You can cast the "Death Ward" spell on your host once per long rest without expending a spell slot. The spell protects your host from certain death; if your host would drop to 0 hit points due to taking damage, they drop to 1 hit point instead. If you should separate your connection from your host, the spell instantly ends.
Origin
Nomad
+5 Hitpoints
Starting Item;
One tool of your choice
Rippercable (Item that can scrap things)
Scrapper
+1 to one Mental Stat
You can spend 1 hour to make a common item from the scraps (Uncommon at level 8, Rare at level 12, Wonderous at level 18). You can have a max amount of items made equal to your prof mod.
Feats
Observant
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Lucky
You have 3 luck points. Whenever you make a d20 roll, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the roll.
All your allies also have one luck point if you have finished a long rest with them. Whenever they make an attack roll, an ability check, or a saving throw, they can spend one luck point to roll an additional d20. They can choose to spend the luck point after the roll of the die, but before the outcome is determined. They can choose which of the d20s is used for the attack roll, ability check, or saving throw.
You and your allies regain your expended luck points when you finish a long rest.
Alert
You can't be surprised while you are conscious.
You gain a +5 bonus to initiative.
Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
Features & Traits