If you would take damage from an attack, you can activate your Plouf! teleport as a reaction, avoiding it. You vanish from your current position for 1 round.
After 1 round, you appear again in an unoccupied space within 30 feet of your original location (your choice).
Nobody knows where you go when you use this feature, including you. Roll 1d6 to determine it.
1 - Ethereal plane - you hover near your original location, intangible like a ghost. You can see all that is happening, but you cannot hear it and the persons on the material plane cannot see and hear you. You can spy through walls, ceilings and floors within 30 feet of your original location, which appear translucent to you.
2 - Feywild - you loose yourself in song, glitter and dance and return a little flustered, but inspired. You get advantage on your next charisma save or check.
3 - Shadowfell - you come back shuddering. You gain 1 level of exhaustion, but your attacks are fueled by 1d6 necrotic damage for the next minute.
4 - Astral Plane - you float through the Realmspace, allowing you a cosmic glimpse on how tiny your problems on the material plane really are. You get advantage on your next wisdom save or check.
5 - The Far Realm - your thoughts are entangled in 5 additional dimensions while your spine gets frozen by talking icecream, creeping under your skin. You take 1d6 psychic damage.
6 - DM's choice - you land upside down in a giant's laundry bag, deep down in a rabbit hole, in a world made of gingerbread or where ever your DM sees fit. You may or may not have an additional insight on your current situation or into a secret related to your quest, depending on where you land.
This feature is available once per long rest.
Comments