![]() When you finish a long rest, you can roll a prediction die, which is a d20. You can use this feature a number of times equal to your proficiency bonus, and regain your uses of this feature after finishing a long rest.Īt 13th level, being as smart as you are, you can predict how some scenarios will play out and act according to your predictions. You can use your Follow The Books feature as a reaction when you are hit by an attack, and your Calculated Risks feature as a reaction when you miss an attack. Quick-thinkingĪt 9th level, you gain an upgrade to your overthinking state. You can spend 2 phenomena as a reaction to force an attacker to reroll the attack, or to allow yourself to retry an failed attack, check or save. You can spend 6 phenomena as a reaction to take an additional turn. You can cast it at 5th level by spending 6 phenomena. You can spend 5 phenomena to cast gravity sinkhole. You learn levitate which you can cast by spending 3 phenomena, and telekinesis, which you can cast spending 6 phenomena. You can spend 1 phenomena to cast feather fall, and 4 phenomena to cast fly. You can now use your discoveries to control the space around you. Accentuate Space Variation (Aerial) (9th level). In addition, if you know this phenomena, you can use your Phenomena Attack Bonus, instead of your Ranged Attack Bonus for your ranged weapon attacks. When a projectile is shot or thrown within 30 feet of you, you can use your reaction and spend 1 phenomena to increase or reduce the damage of that projectile by 1d10 + your Intelligence modifier. You can accelerate or deflect projectiles. Accentuate Space Variation (Projectiles). You can have multiple pocked dimensions open at the same time. The pocket dimension can only be accessed by you, using a bonus action. You can create a pocket dimension of 5-foot cube, were you can fit an object on your possession. You must end your flight on the ground, or else you fall. ![]() You can use your bonus action and spend 1 phenomena to fly up to 30 feet. That target must succeed on a Strength saving throw, or is moved horizontally 30 feet to an unoccupied space of your choice. ![]() Choose an object or creature within 30 feet. If a phenomena requires an attack, your Phenomena Attack Bonus equals your proficiency bonus + your Intelligence modifier.Īccentuate Space. : You can spend 1 phenomena point as a bonus action to attempt to push or pull a target. The save DC = 8 + your proficiency bonus + your Intelligence modifier. Phenomena require a saving throw to resist. Some phenomena have level pre-requisites, that indicate that you must be a rogue of that level in order to choose that phenomena. ![]() You start by knowing four phenomena, and gain additional one at 9th, 13th and 17th levels. The maximum amount of phenomena you can spend in a single turn equals your proficiency bonus. When you spend a phenomena point, it is unavailable to you until you finish a short or a long rest. You have a number of phenomena points equal to half your rogue level (rounded up). PhenomenaĪt 3rd level, the universe seems to shape and morph before your eyes, and you learn how to understand them, giving it a name: Phenomena. You add your Intelligence modifier to the result of your attack roll. You add your Intelligence modifier to your AC against the next attack you take until the start of your next turn. You can alternate between the following states whenever you'd like and as a bonus action in combat:įollow the Books. You don't have fear of being aggressive with new theories but also respect the solid base of current physics theory. Starting at 3rd level, your mind is always agitate, you are always thinking about your surroundings, the universe, the best way to eat that meal on the other table. Physicists use intelligence to manipulate the forces the govern the nature and the rules in the universe. He has uncovered a way to manipulate the force that reign us all. An accomplished scientist one day, doing a thought experiment, discover a great secret of the world. ![]()
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