Base Class: Rogue
Space Jumpers are rare rogues, individuals that use the power of dunamis to control and harness the possibility of space around them. They are hard to catch individuals, slippery and teleporting scoundrels who create portals around them and can fade in and out from a fight as easily as they warp space.
Thinking with Portals
When you choose this archetype at 3rd level, you learn how to create pockets in space and reality. As a bonus action on your turn, you can create 2 portals at any point you can see within 60 feet of you. The portals are Medium objects, immune to all damage and conditions. Whenever a creature uses their movement to enter the space of one of the two portals, they continue their movement on the opposite side of the other portal. For example, if you enter the space of one through the right side, you continue your movement on the left side of the other. You, allied creatures, or any Medium sized or lower creatures can pass through the portals and use them.
Additionally, whenever you make a ranged attack, you can choose to instead target one of the portals with your weapon, as long as it is within range. When you do, you make the attack as if you were on the portal's space. Alternatively, whenever you make a melee attack, if the target is on the other side of a portal and as long as you are on the opposite side of a different portal, you can make the attack as if you were in the portal’s space.
If a creature moves within 5 feet of a portal and you are within 5 feet of a different portal, you can make an attack of opportunity as a reaction. The portals last for 1 minute, until you dismiss them (no action required), or until you use this feature again.
When you reach 9th level in this class, you can create 3 portals, within a range of 90 feet, instead of 2 within a range of 60 feet; and when you reach 17th level, you can create 5 portals within a range of 120 feet instead.
Spacial Twist
Also at 3rd level, you can conjure a small hole in the fabric of reality. As an action on your turn, you can flick your wrist with a flourish, causing a single object that weighs no more than five pounds that you hold within your hand to vanish. The object is transported and stored within a small extradimensional pocket, and it remains there until you use this feature again, you return it to your hand as a bonus action, or you finish a short or long rest, upon which it is immediately transported back to your grasp.
You cannot store an object while one already occupies the extradimensional pocket, and you can use this feature a number of times equal to your proficiency bonus, gaining all expended uses when you finish a long rest.
Body Flicker
At 9th level, your ability to manipulate space allows you to use your abilities on yourself and avoid incoming damage. Whenever you use your Uncanny Dodge, you can take no damage instead of half. Alternatively, you can use this feature to use your Uncanny Dodge to halve damage against a saving throw.
You can use this feature a number of times equal to your Constitution modifier, gaining all expended uses when you finish a long rest.
Weapon Jumping
Starting at 13th level, you learn to use your attacks to teleport in battle. Whenever you deal Sneak Attack damage, you can teleport within to any space within 15 feet of the damaged creature, or to any point within 10 feet of one of your portals (no action required). You may do so a number of times equal to your proficiency bonus, gaining all expended uses when you finish a long rest.
Attack Warping
When you reach 17th level, you can alter space around your weapons to make them more effective. The first time on each of your turns that you damage a creature attacking as if you were on a portal’s space or after moving through your portals, you may have that damage become force damage instead, and if you deal Sneak Attack damage this way, the dice become d10s.
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