Base Class: Fighter
There once was a person called Tovan. A studied and effective fighter, he studied the body along with the mind. He came upon a secret way of tattooing a person, who had to have a seasoned and powerful body to survive, that altered their perception and navigation of the mortal realm. Taking along with him his most trusted he tattooed a small gang of mercenaries and taught them his way. These warriors who had the power to hop from one dimension to another to briefly alter their attributes, became known as the Surge-Runner gang. Tovan was killed by a tyrant who sought to obtain his tattooing technique, a tyrant going by the name of Kor. After Tovan's fall, the Surge-Runner gang became a network of fighters and bounty hunters spread all across the globe. Operating for over 20 years now, the Surge-Runners are mostly dismantled and scattered. There is however rumour of these nimble warriors plotting something..
These warriors imbued with magical tattoos use their altered sense of reality to travel short distances in an instant and empower even further their already-trained bodies to accomodate their will.
The Power of the Surge Tattoos
Starting at 3rd level, whenever you use an action surge, you can also choose to teleport 5 feet in any direction without provoking attacks of opportunity. You also gain a set of benefits whenever you move with a teleportation effect: (You do not gain these benefits if you are wearing heavy armor or using a two-handed weapon)
-At level 5, whenever you teleport, your AC increases by 1 until the start of your next turn. Only 1 AC can be increased this way.
At level 7, whenever you teleport, the next attack roll you make has advantage.
-At level 9, whenever you teleport, the next attack against you has disadvantage.
-At level 11, the AC increase lasts for 1 minute, the advantage on attack rolls apply for all attacks you make this turn and the disadvantage against you lasts until the start of your next turn.
You also learn Quick Phase:
You can teleport 15 feet to any location you can see as a bonus action. This feature is only usable as many times as your proficiency bonus per long rest. You don't provoke opportunity attacks while moving this way.
Blink Strike
Starting at level 7, once per long rest, as an action, you can instantly teleport within 5 feet of any creature you can see within 60 ft and make a single attack on them. If you wish to only teleport and not attack, you will have to roll a WIS 15 saving throw. On a succes, you teleport and do not harm the creature. On a fail, your teleport doesn't work and can not be used again until a long rest. If you kill a creature this way, for your next turn, your attacks deal an additional 1d6 psychic damage and your movement speed is increased by 10 ft on top of all the other benefits you get after teleporting.
Altered Body, Altered Mind
Starting at level 10, your AC increases by 1 and your movement increases by 5 ft. You also roll all athletics and acrobatics checks with advantage. All attacks of opportunities have disadvantage against you. The effects also heighten your eyesight, allowing you to faintly see the sillhouettes of invisible creatures when in direct eyesight. You can roll a perception check with disadvantage to spot exactly where an invisible creature is, even if you are not aware of it's presence.
You can take a 10 minutes meditation to locate one creature that you are familiar with. The creature has to a roll a 10+ [Your CON modifier + your proficiency bonus] WISDOM saving throw to try to resist. On a success, their location is not revealed. On a fail, you have a vague sense of direction and distance for the creatures current location. You can track that location for 8 hours before the sense disappears. Your senses do not change if the creature moves.
Dimensional Dodge
Starting at level 15, as a reaction, whenever you are targeted by an attack or forced to make a saving throw, you can blink out of reality. You make the saving throw with advantage and are untouchable and unperceivable, hiding in a pocket reality, until the start of your next turn. You can only use this feature once per long rest. This also counts as a teleport and you gain the benefits at the start of your next turn.
Spectral Killer
Starting at level 18, your efficiency in attacking from another realm is honed to perfection. You can strike whenever and whereever you feel like it. After teleporting in any way, 19s and 20s you roll on an attack roll are considered critical hits. If you score a critical hit in the same turn you used any kind of teleportation, roll and additional 2d6 psychic damage that is not doubled.
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