Base Class: Rogue
You're able to bound weapons to your soul, allowing you to teleport to them or the projectiles that they fire providing new combat capabilities and new abilities.
Weapon Bond & Teleporting strike
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
During combat if you were to throw the bonded weapon, at the expense of your bonus action, you can teleport to your weapon as long as it is within 30 ft of you. If the thrown weapon has hit a creature/object, then you teleport to the closest unoccupied space that is adjacent to the creature/object. Throwing the weapon uses your action.
You can have a number of weapons bonded equal to your Intelligence modifier, but the weapons that are bonded can only be weapons that the rogue class is proficient with. If one of these weapons is a crossbow or bow, then you can teleport to wherever the arrows/bolts that you fire land.
Also At 3rd level whenever you teleport to your bonded weapon and you are within 5ft of a target you can use your reaction to attack.
Additionally at 3rd level, You can cast the spell Blur at second level once per long rest.
Shifting blade & Returning Blade
At 9th level all of your attacks now deal an additional 1d8 force damage with any bonded weapon due to the weapon constantly shifting between planes.
Also at 9th level, if you have made a ranged attack with your bonded weapon and hit a creature, you can use your bonus action to teleport the weapon and the creature back to you. The teleported creature takes 3d6 force damage and must make a Constitution saving throw against your save DC (8+proficiency bonus + Intelligence), taking half damage on a successful save. The creature will occupy the nearest unoccupied space to you when they are teleported.
You can only teleport creatures that are your size or smaller.
Additionally, at 9th level, you gain one use of the spell hypnotic pattern without using a spell slot, and is reset after a long rest
Forceful Exit
At 13th level, whenever you teleport to your weapon, any creature within 5ft of where you teleported to, takes 4d8 force damage and half as much on a successful Constitution saving throw against your save DC (8+proficiency+Intelligence).
Additionally, at 13th level, you gain one use of the spell Programmed Illusion without using a spell slot, and is reset after a long rest
Surprising Strike
At 17th level when you teleport to a creature and attack them this counts as a surprise attack causing the attack to be counted as a critical hit, if they failed the constitution saving throw from your Forceful Exit.
Previous Versions
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9/16/2021 3:05:32 PM
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