A glyph or a mark from a blood oath or bound by spiritual means must be performed before the wielder can perform the phase warp ability. To do so as well, you require a weapon that carries your sigil on it. This sigil can only be applied to a weapon by performing a mediation ritual with the weapon, the user must be proficient with the desired weapon in order to create the sigil. For every 4 levels you can apply a sigil onto two new weapons and bind them to you for a max of 10 with a starting of 2.
Any weapon that is bound to the user is considered magical and every weapon marked will gain the throw property and have proficiency with throwing of the weapon. When not in use you can store all marked weapons in a closed off dimension that only you have access to. The user can break any sigil on marked weapon with a one minute of concentration or if the weapon is destroyed. If anyone else but the user tries to wield a marked weapon they will have disadvantage.
You are also given four special actions with the marked weapons. Three out of the four rely on charges that can be restored by a long rest.
Warp-Strike: As a action or a bonus action you may throw and warp to a weapon that carries the sigil placed on it. When the weapon is thrown it is treated like a normal attack but you can do extra damage equal to a additional attack when you warp to the weapon. Any effects the weapon may have (extra or elemental damage and ect) carries over from both the throwing and warping parts of the attack.
Note: The warping section of the attack doesn't need to roll to hit, it will still do damage as long as the starting throw connects. Warp-Strike used in combat can not be used repeatedly, you most take one turn without warp-strike being used before you can used again, outside of combat does not have such a limit. Any feat that alters the throwing distance can stack with this feat's range.
Warp-Return: As a bonus action or a reaction you can teleport a marked weapon back to your hand instead of teleportation to where the weapon is thrown. When you do so a charge is not spent.
Warp-Dodge: As a reaction to any attack directed at you. You can choose to phased passed the attack or warp out of the way of the attack. If you choose to "Phase" then you are given a bonus of your attacking modifier to your AC. If the attack still connects then you prevent terminal damage by always living with 1 health point. If you choose to warp then you must have a marked weapon at the ready to warp to, as long as the attack doesn't cover where the marked weapon is as well then you'll take no damage.
Warp-Link: If an other party member has "Phase Warp" and uses "Warp-Strike" you can activate "Warp-Link". When the other party member uses "Warp-Strike" to attack, you can choose to follow up with your own attack. This does not alter your place in the turn order.
Previous Versions
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6/1/2019 11:05:51 PM
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44
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12/31/2024 5:04:20 AM
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170
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16
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2
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Coming Soon
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