Base Class: Rogue
Starting at 3rd level, you may bind yourself to a weapon of your choice. You may store that weapon in a pocket dimension and recall it with a Bonus Action.
To bind with a weapon, you must spend an hour performing a ritual that can be done during a short rest. The weapon must be within reach throughout the ritual. At the conclusion of the ritual, you are to touch to weapon and forge your bond.
If you try to bind another weapon while already being bound to another, you will lose the link to the first weapon and replace it with the new weapon you are binding yourself to.
You may bind yourself to an additional weapon at 9th, 13th and 17th levels. Once you have two or more weapons, you may switch between bound weapons as a bonus action.
Weapon Binding
3rd-level Shadowguard Feature
Starting at 3rd level, you may bind yourself to a weapon of your choice. You may store that weapon in a pocket dimension and recall it with a Bonus Action.
To bind with a weapon, you must spend an hour performing a ritual which can be done during a short rest. The weapon must be within reach throughout the ritual. At the conclusion of the ritual, you are to touch to weapon and forge your bond.
If you try to bind another weapon while already being bound to another, you will lose the link to the first weapon and replace it with the new weapon you are binding yourself to.
You may bind another weapon at 9th, 13th and 17th level. Once you have two or more weapons, you may switch between them as a Bonus Action.
Warp Strike
3rd-level Shadowguard feature
Starting at 3rd level, you learn how to warp-strike. As a Bonus Action, you can make a special attack with your bound weapon by throwing it and making a ranged attack. You are considered proficient with it and may add your Dexterity modifier to its attack roll. On a hit, you teleport to the creature, placing yourself in the closest unoccupied space adjacent to that creature. Once you have teleported, the weapon returns to your hand. On a miss, you do not teleport.
Warp Strike's damage deals 1d4 + DEX modifier force damage. This damage changes to 1d6 when you reach 9th level, 2d4 at 13th level and 2d6 at 17th level.
Warp Charge: You can use your Warp Strike ability a number of times equal to half your level before needing a long rest.
At 9th level, whenever you attempt to Warp Strike a creature and miss, you may choose to teleport anywhere within 5 feet of the creature.
Point Warp
9th-level Shadowguard feature
Beginning at 9th level, you can now attempt to warp to places you can see. As a Bonus Action, you can throw a bound weapon to a point you can see within 30 feet. If you throw the weapon at a wall, the blade will phase into the wall as much as you choose it to, however, the handle of the weapon cannot be phased into the wall.
When teleporting to your weapon, you are hanging with one hand from the handle of your weapon and you also teleport as soon as the weapon reaches its intended destination.
If your weapon is warped into a tough structure, recalling the weapon may be the only way to retrieve it.
Damage cannot be dealt this way.
Quickened Warping
13th-level Shadowguard feature
Starting at 13th level, you may now warp strike as one of your attack actions. You may also switch between your bound weapons freely.
Armiger
17th-level Shadowguard feature
Beginning at level 17, you have the ability to summon all your weapons at once. When activating this ability, all your bound weapons float around you.
As an action, and with the cost of 2 warp charges, you may target a number of creatures up to the number of weapons you are currently bound to. You may target the same creature more than once. You can roll to attack those creatures with your bound weapons and can choose to teleport to any of your weapons. You must declare which weapon is striking which creature and you must roll separate attack rolls for each weapon.
Your Warp Strike and Point Warp range increases to 60 feet.