Base Class: Rogue
A rouge, who uses Magic to Teleport and Tears apart the Dimensional fabric to move unseen.
Plane Shifter
You have studied the Planes so much you feel the ethereal plane resonating within you.
You acess to a list of teleportation spells which u can use a number of times equal to your lvl + your proficiency modifier, expending (spell slot)d4 per cast.
You cannot use Teleportation spells with heavy weapons or 2 Handed weapons
Unstable Matter
your Body becomes Unstable due to all the Planewalking and your Teleportation spells can go wild causing your spells to misfire and your body to react in strange ways.
Total Dissolve: At 100% your body will dissipate into the ethereal plane
Case That more than 60% of your body is unstable it moves on its own causing it to reak havoc outside of your controll
Starting at 40% all of your spells can go wild
Warp Strike
Your vast contact with the ethereal plane has affected you empowering you. From this level foward your sneak atack damage is counted as a magic atack and is instead trigered if the result of a teleportation spell results in you being in attack range and behind an enemy, also if the Hit is successfull you can use a Teleportation spell with your reaction.
Planar Shift
you can cross over to the ethereal Plane and move there while unseen or you can trap one crature with you in it if it fails a DC 15 con save (once every long Rest)
while on the Ethereal Plane by this Feature you get completely stabilized not acumilating any unstable matter
Switch up
you can make an audible indicator (like clapping) and switch the position of an object no larger than 3m² or a large creature in your line of sight. Your enemies must make an wisdom saving throw on a failed save you get advantage on your next atack, on a sucess only the trasmutation happens.
Upon each use of this feature add 4d6 to your instability.
if this is the first time the enemy has seen this he rolls with disadvantage.
Ethereal Form
Uttering an incantation, you draw on the magic of the Ethereal Plane to transform yourself. While in this form at the end of your turn Your instability increases by 5d4 +5.
You gain the following benefits until the spell ends:
- +3 to AC
- Add your Int modifier To your Attack and Damage rolls
- You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks
- Resitance To Bludgeoning, Piercing, Slahing Damage
- you are immune to being restrained
- Advantage to Saving throws inflicted by Phisical contact
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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11/13/2025 9:57:14 PM
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2
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0
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5e
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Coming Soon
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