Rogue
Base Class: Rogue

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Weave warp

At 3rd level you gain innate insight into the inner workings of the weave and how to maneuver through it. As a bonus action on your turn, you can teleport up to 30ft to an empty space you can see, your next attack has advantage. you can use this feature a number of times equal to your proficiency bonus and must finish a short rest before you can do so again. Additionally while not in combat you can teleport half your weave warp distance rounded down for free. The range of your teleport increases to 45ft at 9th level and 60ft at 14th level

 

Warp strikes

Defensive strike

 

Defensive Strike: A creature must make a wisdom saving throw on a failed save the creature you attacked has disadvantage on the next weapon attack it makes. On a successful save nothing happens.

 

Immobilizing strike

 

immobilizing strike: A creature must Dexterity saving throw on a failed save the creatures movement speed is halved and they can’t take reactions until the start of the creatures next turn. On a successful save nothing happens

 

Sweeping Strike

 

 A creature must make a dexterity saving throw if the creature is large or smaller on a failed save the creature is knocked. On a successful save nothing happens.

Teleportation escape

 

At 9th level. As a reaction when you are hit by an attack you can teleport 15ft to a place you can see avoiding the attack. You can use this when you know you are being attacked but not before it hits or misses you. Additionally if you are grappled or restrained you can your action to teleport 15ft away. You can use both of these ability collectively equal to your proficiency bonus and resets on a short rest.

Teleportation mark

At 13th level, you have learned the secrets to manipulating the weave to your will. As an bonus action, you can touch a creature or object and Mark it for 1 hour. While the creature or object remains Marked and on the same plane of existence as you, you can use a bonus action your turn to magically teleport to the mark, the marked object or creature to you, or exchange places with it. A creature must be willing to switch places with you to be able to use this feature and if a creature is holding the marked object they must make a (DC8 + proficiency bonus + dexterity modifier) Strength saving throw to resist having the object be teleported or switched places. You can place 5 Marks at one time and the last until you complete your next long rest.

Teleportation clone

At 17th level, You have the ability to teleport at such a fast rate that you can be at two places at once within 60ft. As an action you can create a second you. It has the same initiative as you and can move and attack. While using this ability all attacks against you and you other self have a disadvantage. When you or your second self are hit you suffer the damage unless hit by an aoe than you are damaged once. If you and your second self are attacking the same creature each one of you gains sneak attack. This last for 1 minute or if you are incapacitated. After the minute is up you suffer 1 level of exhaustion.  

Spellcasting

Spellcasting like arcane trickster

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