Base Class: Fighter
Cool teleport and attack options
Runic Weapon
Beginning at third level when you choose this subclass, you can mark a number of melee weapons equal to your Intelligence modifier as your Runic Weapons. If a Runic Weapon has the thrown property, double its short range, if it does not, it gains the thrown property with a range of 20ft/100ft
Warp Strike
Beginning at third level when you choose this subclass, whenever you make a thrown attack at short range with a Runic Weapon, you can teleport to an available space adjacent to the target after the attack is completed. In addition, as your movement action, you can choose an unoccupied space within short range of your thrown attack and instantly teleport to that point.
As a free action, you may teleport your Runic Weapon to your hand.
Fast Hands
At 7th level, while in the air, this character does not fall so long as it continues to use it's Warp Strike each turn.
Reflexive Retreat
Beginning at 10th level, when you would have to make a strength or dexterity saving throw against an area effect, you may use your Warp Strike feature as a reaction. If you would leave the range of the effect forcing the saving throw, you are no longer affected. Use this ability a number of times equal to your Intelligence modifier per long rest.
Flash of Thought
Beginning at 15th level, when you are under a mind-altering effect that allows you to make a saving throw at the end of your turn, you may make it at the start of your turn instead.
Peerless Accuracy
Starting at 18th level, when making an attack with your Runic Weapon, your target becomes vulnerable to all damage from your attack. You may choose to use this ability after an attack hits. You may use this ability once per short rest.
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