Base Class: Rogue
Razor Blinks are master thieves,pickpockets,and at
times even Assassins with a supernatural knack for
movement. They are a rare breed,consisting of only
those that hone their movements to a razors edge.
Blink striker
At level 3 - You can teleport yourself behind an enemy
you can see within 30 feet and make an attack with your
melee weapon (or an unarmed strike).
Echo’s Protection
At Level 9- When an enemy takes an attack action
against an ally you can see within 40 ft of you, you feel
your Blink abilities going into y and overdrive. You can
then take a reaction to blink in between them and the
attack, imposing disadvantage on the attack. If the
attack still hits, you take the damage they would have,
using the AC of the person you are defending. You may
use this feature a number of times equal to your
proficiency bonus, and you regain its use after
completing a long rest.
Flicker Crash
At Level 13 - After successfully grappling a creature,
you can use a reaction to blink straight up 50 feet,
falling back to the ground on top of them. You take no
falling damage from this fall, while the grappled
creature takes 1d6 bludgeoning damage for every 10
feet they fall and is considered prone. You may use this
feature once and regain its use after completing a long
rest.
OverClock
At Level 17- As you gain total mastery over your Blink
step, you can push yourself beyond your natural limit.
As a bonus action, for the next minute, your Blink step
goes into overdrive. During this time, all damage caused
during Warp Striker is replaced with force damage, and
all damage you have caused along the chain is
converted into temporary hit points. Once the minute is
over, you gain one level of Exhaustion, requiring a short rest to recharge. You
may use this feature once and regain its use after
completing a long
Blink striker
Blink Striker
At level 3 - You can teleport yourself behind an enemy you can see within 30 feet and make an attack with your melee weapon (or an unarmed strike).
Make a melee attack with advantage. On a hit, the enemy must roll a Wisdom (Perception) saving throw.
On a successful save, the attack deals regular damage. On a failed save, the attack damage is doubled.
Echo’s Protection
At Level 9 - When an enemy takes an attack action against an ally you can see within 40 ft of you, you feel your Blink abilities going into y and overdrive. You can then take a reaction to blink in between them and the attack, imposing disadvantage on the attack. If the attack still hits, you take the damage they would have, using the AC of the person you are defending. You may use this feature a number of times equal to your proficiency bonus, and you regain its use after completing a long rest.
Flicker Crash
At Level 13 - After successfully grappling a creature, you can use a reaction to blink straight up 50 feet, falling back to the ground on top of them. You take no falling damage from this fall, while the grappled creature takes 1d6 bludgeoning damage for every 10 feet they fall and is considered prone.
You may use this feature once and regain its use after completing a long rest.
OverClock
At Level 17 - As you gain total mastery over your Blink step, you can push yourself beyond your natural limit. As a bonus action, for the next minute, your Blink step goes into overdrive. During this time, all damage caused during Warp Striker is replaced with force damage, and all damage you have caused along the chain is converted into temporary hit points. Once the minute is over, you gain one level of Exhaustion as your, requiring a short rest to recharge.
You may use this feature once and regain its use after completing a long rest.
Previous Versions
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2/21/2024 11:17:12 AM
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5
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2/21/2024 12:57:36 PM
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4
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Coming Soon
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