Base Class: Fighter
Under intense training within the domain you have become a warrior known as a jumper. As a jumper you have mastered the ability to bend the space around you to your advantage in battle, all of the space around you is your domain. There are different styles, different fingerprints to each jumper, but what all of these warriors have in common is the danger that they bring to the battle field. You cannot pin them down, you cannot run, and your personal space no longer belongs only to you.
Jumping Technique
When you choose this archetype at 3rd level, you learn techniques that are fueled by special dice called spatial dice.
Techniques. You learn two techniques of your choice, which are detailed under “Techniques” below. Many techniques enhance an attack in some way.
You learn an additional technique of your choice at 7th, 10th, and 15th level. Each time you learn a new technique, you can also replace one technique you know with a different one.
Spatial Dice. You have four spatial dice, which are d6s. A spatial die is expended when you use it. You regain all of your expended spatial dice when you finish a short or long rest.
You gain another spatial die at every level after 3rd level.
Saving Throws. Some of your techniques require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Technique save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Spatial Adept
At 3rd level, you gain proficiency in the (Arcana) skill.
Techniques
The Techniques are presented in alphabetical order.
Glyph Trap
As an action you expend any number of spatial dice to place a glyph packed with force onto any surface on the surrounding terrain. This glyph takes up one 5 ft by 5 ft space is invisible to everyone except for you. As a reaction you can set off the glyph releasing the enregy in it dealing an amount of force damage equal to the roll of the number of spatial dice that were expended making the glyph or half if the target succeeds on a Strength saving throw. This glyph lasts until used or until a short or long rest.
Glyph Travel
As part of your attack action, when you hit a creature or object (the object can't take up more than a 5 ft cube of space) you can place a glyph on the target and then evoke a glyph onto any point you can see within 30 ft and then teleport the target to that point. These glyphs can also be placed at any time and activated as a reaction to teleport a creature or object from one glyph to another, but these glyphs must be placed on the surfaces of the surrounding terrain and can't be more than 30 ft apart.
Gravity Zone
You expend any number of spatial dice up to a number equal to your proficiency bonus and create a zone of intensified gravity. Every creature in the zone are pulled 10 ft toward you if they end their turn in the zone and the entire zone is considered difficult terrain. This effect excludes you and a number of creatures that you choose equal to your proficiency bonus. The zone lasts for a number of rounds equal to your roll on the spatial dice and has a radius equal five times to the number of spatial dice expended.
Long Jumping
You expend any number of spatial dice and teleport to a point you can see up to a distance equal to ten times the total roll on your spatial dice. You can bring a number of willing creatures with you up to the amount of spatial dice expended.
Quick Jumping
As a bonus action you expend any number of spatial dice to begin teleporting across the battlefield, giving you the advantage. You are able to teleport up to 30 ft as a bonus action on each of your turns and gain advantage on your next attack roll immeidately after until the end of your turn. You can do this for a number of rounds equal to the total roll on your spatial dice.
Spatial Barrier
As a reaction in response to an attack you evoke a barrier of condensed space and raise your AC by a numer equal to your roll on your spatial dice that lasts until the start of your next turn. The AC benefit decreases by half (rounded up) for all subsequent attacks after the triggering attack. You can expend a maximum of 2 spatial dice for this technique.
Spatial Lockdown
You create a focused area of increased gravity surrounding a creature of your choice (the creature can not be effected if it is two or more sizes larger than you) for a number of rounds equal to your roll on your spatial die. The target has its speed reduced by a number of feet equal to five time your roll on your spatial die. The target must succeed on a Strength saving throw at the beginning of each turn or have disadvantage on all attack rolls for its turn. This technique expends two spatial dice and you decide which die represents the speed reduced and which one represents the amount of rounds the effect persists.
Spatial Smite
As part of the attack action you can expend any number of spatial dice up to a number equal to your proficiency bonus and deal an additional amount of force damage equal to your roll on the spatial dice expended. The dice are not expended if the attack misses.
Spatial Wall
You create a thin wall of condensed space that uses up to eight connected 5 ft by 5 ft squares. This wall is considered full cover and lasts for a number of rounds equal to your roll on the spatial dice. This technique expends two spatial dice.
Swapping Jump
You choose two creatures that you can see within 60 ft of each other and force them to teleport, swapping places. An unwilling creature must succeed on a Dexterity saving throw or be forced to teleport. This technique expends two spatial dice.
Glyph Modifier
You can utilize your knowledge of craftsmanship and spatial manipulation to alter the properties of objects and gear. You may place glyphs on items (a number of glyphs equal to your proficiency bonus may be active at a time) granting one of the following properties:
- Reduce Gravity: When used on an object, you reduce the object’s weight to one fourth of its original weight, this is a temporary glyph and does not count against glyphs used (you may only have one temporary effect active at a time). When used on armor, the armor loses any disadvantages to dexterity (stealth) checks. When used on melee weapons, heavy weapons are granted the finesse property and may be wielded with one hand while still using the original damage dice.
- Magnify Gravity: When used on an object, you increase the object’s weight to double its original weight, this is a temporary glyph and does not count against glyphs used (you may only have one temporary effect active at a time). When used on armor, the armor’s spatial density increases granting an additional plus one bonus to AC. When used on melee weapons, the increased spatial density of the weapon grants the weapon attacks an additional damage die (one size less than the original damage die).
Once at your maximum number of glyphs placed, you must choose a glyph to deactivate in order to place a new glyph. New glyphs may only be placed at the end of a long rest.
Note: Reduce Gravity effects and Magnify Gravity effects will be canceled out if both are used on the same item.
Improved Jumping Technique
At 10th level, your superiority dice turn into d8s. At 18th level, they turn into d10s.
Masterful Technique
Starting at 15th level, when utilizing your jumping techniques, once per long rest you may maximize the effect of a technique rather than randomizing it. Your distances and sizes are doubled, your dice are max rolls, and creatures automatically fail their saving throws.
Improved Jumping Technique
At 18th level, your spatial dice turn into d10s.
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