Base Class: Rogue
You have, through the powers of magic or artifacts, discovered a way to teleport yourself around different spots in space. Only a very small amount of rogues follow this archetype, due to the skills required to achieve a successful warp. These rogues are found in many different professions, but are almost always nomadic, never wanting to be in one place for too long. The ability to move around a battlefield in such unpredictable ways makes Portal Slingers a force to be reckoned with.
Distortion Shield
When you choose this archetype at 3rd level, you can use a bonus action to focus the disturbances in space around your hand into a rippling energy disc.
The disc persists as though you were concentrating on a spell. While the disc is active, you gain a +2 bonus to your AC, and you cannot wield weapons or manipulate other objects in that hand.
When you or a creature within 10 feet of you is targeted by a ranged attack, if you have your distortion shield active, you can use a reaction to pull the projectile or spell toward your portal. You can release the attack as a action on one of your following turns, you can reroll the attack against a new target using the attacker's stats.
Roguish Blink
At 3rd level, you gain the ability to warp to different places in space instantaneously. As your moment you may teleport instead of using your normal movement speed. This teleport has a max range of 30ft at 3rd level, which increase to 40ft at 6th level, 50ft at 12th level, and 60ft at 18th level. You must be able to see the location that you wish to teleport to be able to do so. You cannot teleport as a dash action, but you are able to perform a regular dash after teleporting.
Palm Portal
Starting at 9th level, the tiny portal within you stabilizes, allowing you to use it with finesse. You can use an action to touch a Medium or smaller object and spirit it away into a demiplane tied to you, that only you can access similar to a bag of holding.
If another creature is wearing or carrying the object you want to take, you must use your action to hit the creature with an unarmed strike in order to take it. You can use your Strength or Dexterity for this attack roll. This attack deals no damage.
You can also use a bonus action to pull a small or smaller object up to 20 feet toward you. If the object is less than 20 feet away from you, it flies into your empty hand. If a creature or another object impedes its progress, the object stops harmlessly and falls to the ground.
As an action you can withdraw any object stored inside your demiplane, which can hold a weight no greater than your carrying capacity. At 13th level in this class, its capacity doubles, and at 17th level, it doubles again.
Pocket Prison
Starting at 13th level, you can store a creature inside your demiplane. You can target a medium or smaller creature the unarmed strike from Palm Portal and if it hits, the creature takes 3d6+your strength or dexterity modifier force damage and is pulled into your demiplane for the next minute, or until you release them. While in the demiplane, the creature is unharmed and takes turns and actions as normal, but it is blinded and deafened until freed. You can hold a number of creatures equal to half your proficiency bonus (rounded down).
Master of Movement
Beginning at 17th level, you've become a master of short range teleportation, you are under the effects of the blink spell whenever you are conscious, unless you choose to suppress it. Also You can use an action to cast the Dimension Door spell twice per short rest.
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