Rogue
Base Class: Rogue

The rogues who become Farwalkers have one thing in common: blink, and they're gone. Through the mystic practice of teleportation, these rogues flit between the boundaries of the planes to create spatial shortcuts. While a great number of farwalkers claim a fey ancestry, others yet gain their power through an obsessive study of transpositional magic. Some, even, gain their power through accords reached with powerful beings. Regardless of where their mastery over teleportation is derived from, it is clear that nobody will stop them from going where they please.

Portal Master

Starting at 3rd level, you gain access to the ability to step through another realm and reappear elsewhere. You learn to cast specific teleport spells granted by this archetype without expending a spell slot or components. Charisma is your spell casting ability for these spells.

When you teleport, if you make an attack immediately after reappearing you still have advantage on the attack against any creatures who you were hidden from before the teleport.

Phase Strike

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to cast misty step.
Additionally, if you teleport to a space adjacent to a creature, you don't need advantage on the attack roll, or require an ally to be adjacent to the target, to use your Sneak Attack against the creature this turn.

Starting at 6th level, if you use your bonus action to cast misty step, then immediately use your action to attack and miss, you can teleport back to your original location as a free action.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a short rest.

Joint Step

At 9th level, you learn to bring another with you as you step through the ethereal realm. Whenever you teleport, you can bring one additional creature within 5 feet of you with you. At the end of the teleport, they appear 5 feet away from you in an unoccupied space. If there are no unoccupied spaces within 5 feet of you, they return to where they were prior to the teleportation. If you attempt to bring an unwilling creature they must make a Dexterity saving throw against your spell save DC. On a success, they are not brought with you.

Portal Leap

By 13th level, you have learned to enhance your teleportation abilities. You now can use your bonus action granted by your Cunning Action to cast dimension door.
You can cast this spell a number of times equal to your spell casting modifier per long rest.

Additionally, when you fall you can use your reaction to cast dimension door, but you must target either the ground, or the area you fell from. The range of dimension door is increased to 1000 feet when using the spell in this manner, and successfully landing 

 

Master of Hidden Pathways

When you reach 17th level, your abilities have increased in a number of ways. You receive the following benefits:

  • You can now cast Misty Step at will.
  • Unwilling targets of your Joint Step ability have disadvantage on their dexterity saving throws.
  • You can cast the teleport and etherealness spells. Once you cast one of these spells, you must complete a long rest before you can cast either of them again.

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