Base Class: Rogue
Space Jumpers, blink assassins, warp bandits, these are all names for the rogues who excel and agile maneuvers and getting around the battlefield without the risk of counterattack or physical obstacles.
Portal Jump
At 3rd level, you gain the ability to evade enemy attacks by warping away. When an enemy targets you with an attack, you can use your reaction to impose disadvantage on the attack, After the attack is resolved, you may teleport to an unoccupied space within 40ft of you. You can do this a umber of times per day equal to your proficiency modifier.
Ethereal Jaunt
At 3rd level, you may use an action on your turn to disappear from the battlefield, while gone you cannot be seen (unless the enemy can see into the ethereal realm) or targeted by any effect, you can still be effected by area effects however, You may not attack in this state and you return back at the start of your next turn. Once you use this feature, you may not use it again until you finish a long rest.
Incorporeal backstab
At level 9, you can use a bonus action to become incorporeal, this means that you can move through objects and walls as if they were difficult terrain, and you have resistance to nonmagical bludgeoning, piercing and slashing damage. If you need your turn inside a wall, you immediately take 10 force damage and are shunted to the closest open space, and this effect ends. The first attack you make while in this state has advantage and your sneak attack dice for that attack gain an extra die. The feature can be used once per long rest.
Warp strike
At 13th level, you can create a link between two points o the material plane. As a action you can create a 5 ft wide, 60ft long line originating from your position, all creatures in the line must make a dexterity saving throw with a DC equal to 8+prof+ your Dex mod, large or bigger creatures have disadvantage on the save. A creatures takes your sneak attack damage as force damage on a failed save, or half as much on a successful one. All medium or smaller creatures that fail the save are teleported to the end of the line, alongside you if you choose. The creatures appear surrounding the point at which the line ends, in a order that you decide, if there is no room, they appear in the closets unoccupied space. This feature can be used a nonce per day, alternatively, you can forgo 2 uses of portal jump to use this ability again.
Master of Portals
At 17th level, you can cast each of the following spells, you must expend uses of portal jump to cast a spell, shown in the spell.
Etherealness (2 uses), Teleport (2 uses), Arcane gate (1 use)
You also gain resistance to force damage and you can see 30ft into the ethereal plane.
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