Base Class: Fighter
The Void Walker. They have the ability to use the energy within them called Force Flow. With the energy they use, they are able to create portals to confuse their opponents in battle, allowing them to shift instantly between all attack ranges. They are not limited to portals alone, they can even embue their Force Flow to their physical attributes and weapons. If you develop this abilities well you are able to improve the distance of your portals, and new abilities.
Level 3: Soul-Forged
You can link yourself to one magic or non-magic weapon by performing a special ritual while you hold the weapon.
You perform the ritual over the course of 1 hour, which can be done during a short rest.
You are proficient with it while you wield it.This weapon counts as magical if it is non-magical, for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You use your Charisma modifier for your attacks and can last you forever as long as you are alive.
You can only attune to 2 weapons. If you use any more, there will be grave consequences. And this must be used for 2 different weapons. One for melee and one for range. You can not have a melee with a melee, or only range. You must have 2 weapons, one being melee and one being range.
If you want to change the blade link of your weapon, it will cost you all of your Force Flow. But you must initiate yourself in a battle with the powered weapon one last time and win, to give your respects to how it helped you in battle. Once you break the link you can never link to the same weapon ever again.
Level 3: Flow Force
Flow Force: It is the energy within you. Being drawn out to. You gain Level + Proficiency Bonus = Flow Force Amount. Then in the 20th level you will have an extra 5 Flow Force. This relies on your hands to do these abilities. If you're hands are tied you are unable to do this, but if you turn level 10 you ignore this. You can do the things listed below:
3rd Level
- Portal Creation: It costs 2 Flow Force to create one portal. Making one portal can let you store items into your hammerspace, a space where you can keep limited items in, after closing the portal and making another throws the items out. Making 2 portals gives you the ability to go to anywhere you can see 30 ft. of you, with the 2 portals connecting to eachother.
- Portal Boost: When you dash you can use your portals to double your speed and dash by rapidly forming portals successively, achieving a form of high-speed movement, appearing as little more than a stream of energy moving midair. You can use this to reach enemies in the air, once per turn. Costing you 4 Flow Force.
5th Level
- Portal Blast: You gain the ability to form concentrated Flow Force in extreme speeds. It's base damage is 1d10 force, if you have a weapon you can add it to your portal blast making it 1d10[force]+ the weapon original damage dice and type. The range is 120 ft. Two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. Every Spells that add damage to attack rolls do not stack with this. Ex. spirit shroud, conjure Minor elementals, and etc. Costing 4 Flow Force.
- Flow Sense: You are able to sense whoever and whatever is within a 15 radius for 2 Flow Force. The radius increasing 15 feet more with 2 more Flow Force.
- Quick Charge: As a reaction you can deflect ranged attacks with these portals, immediately open a portal within 5ft of unoccupied space between the enemy and do a melee attack roll costing 2 Flow Force, but in the same round you used the Flow Force for a reaction you are not able to use it in your turn during that round.
10th Level
- Overcharge: Once per turn you can take 1d10 damage to gain back 1d4 Flow Force.
- Force Curve: If you are hit with a spell that does force damage you can use 2 of your Flow Force to absorb the damage and do half theamount of damage to the target who did the force damage to you.
Level 7: Soul Line
Once in your life you can use Soul Line. An ability allowing you to bond with a humanoid being, doing this will give you an array of benefits. You will be with that person in this life and the next. You will be with each other when day's are rough and when night's are long. You will always find each other in life. Your soul's are one binded. One can't live without the other. Through thick and thin. If you want to connect to a humanoid being you must do a 2-part quest. The 1st part being a ritual for your connection and the second being a test of your bond. You need a DM+ to run you this quest
These are the benefits of Soul Line:
- You can gain one species features from your Soul sibling.
- You always know where your Soul Sibling is, at all times if you take a moment to concentrate on their soul.
- You can telepathy talk to each other at all times, no matter the distance.
- You both can share your hp with eachother by sacrificing your or their own to give you or them hp.
- When you are at the same realm, you can see at eachother's eyes, with permission of the other.
- When you both die, you will be with eachother in the next life.
- You both can share an initiative, either one or the other's initiative.
- For 1 minute you can fight with each other, side by side, back to back. You can not be parted by any means, and when one moves the other moves with them. Moving away from an enemy does not trigger AOO.
Level 10: Forced Strike
You can use a similar ability to paladins, called Forced Strike. You gain an amount of Forced Strikes equal to your proficiency bonus. Increase by 1d6[force] on the 16th, 18th, and 20th level. When you use this on an Abberration or Giant you can deal an extra 1d6[force].
Level 15: Illumination Marks
When you activate this you gain Illumination marks in any form you choose across your body. You regain all of your hp and your speed is doubled, you also gain a climb speed equal to your walking ft. This will cost you 15 Flow Force. But you can't use Flow Force while in this form. And after you use this form you gain level 1 exhaustion.
Level 18: Invigor
You train yourself physically and mentally to improve your Flow Force and gain the Invigor form. Said to be what your Flow Force looks like without your physical body.
Vigor Marks: Glowing marks with the colors of your choice, filled with Flow Force. Increasing your abilities. Giving advantage with weapons with your Soul-Forged and skills that you are proficient with.
Flight of the Mind: Wings made out of the energy you use for your abilities, from your cranium.
You gain the following benefits:
• You have Advantage on attack rolls with the weapons you are linked with and skills that you are proficient with. You have double your current Flow Force for 1 minute or until you end it. After that one minute you gain 2 levels of exhaustion if you use up almost all of your Flow Force. If you completely used up all of your Flow Force after using Invigor, you become unconcious. And can't wake up until you have a short rest, a long rest, or the greater restoration spell.
• You gain 60 ft. of flight, spectral wings coming out of your head.
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