So i am building a Subclass for my friend who played the Avenger in 4e. I call it the Warp Slayer. I'm thinking above giving him some of the higher level teleporting spells at level 13 and 17. Not sure what to do for level 17 at all.
The Warp Slayer Can Sense The Extrademensinal energy that Maintains and binds the different Planes of Existence together. This is known as Flux. By manipulating the Flux around themselves and other objects, they can "Warp" or teleport a short distance. Granting them an incredible Advantage in combat.
Flux Warping
Starting at 3rd level, your connection with the Flux has been awakened and you have now learned to Manipulate it. Your access to The Flux is represented by a number of Warp Points. Your rogue level determines the number of points you have. You regain all of your Warp Points at a short or Long rest.
You can spend these points to fuel various Warping abilities. You start by knowing three such features:
Hit and Run, Resonant escape, and Warp strike. You learn more Flux Warp abilities as you gain levels in this class.
You regain all of your Warp Points at the end of a Short or Long Rest.
Some of your Warp abilities and spells require your target to make a saving throw to resist the feature's Effects. us charisma for your spell Save.
Warp Strike As a Bonus action you may spend a Warp point to Warp within melee range of a Target. You have advantage on the first melee attack you make against the Target this turn.
Resonant Escape: When targeted with a melee or ranged attack you can see you may spend a Warp point in an attempt to Warp away before the attack hits. Make a DEX saving throw using the attack roll as the DC. If successful you Warp away and the attack misses you. If you fail, the attack hits you and you are still warped. You MUST use this before the Dm reveals the attack roll and determines wether or not the Attack hits or misses.
Hit and Run: Immediately after you take the Attack action, as a bonus action, you can spend 1 Warp point to Warp in any direction. This does not grant attack of opportunity.
Enhanced Warp
Starting at level 9 Spend an Additional Warp Point while using any Flux Warping Abilities, Doubling the Maximum Warp Range.
Sequestering Strike
Starting at level 9 As a bonus action you may Focus the Flux, harnessing it's power in and around your blade. The next time you Hit an enemy that is of equal size or smaller than yourself with the blade They must make a wisdom Saving throw vs your spell save DC. On a success nothing happens and you deal normal damage. On a failure they are Warped to a location of your choosing within range and take Half Damage as they are teleported before your blade can fully sink into them.
When using Enhanced Warp on Sequestering Strike You deal full damage and are Warped to the same location as the target.
So i am building a Subclass for my friend who played the Avenger in 4e. I call it the Warp Slayer. I'm thinking above giving him some of the higher level teleporting spells at level 13 and 17. Not sure what to do for level 17 at all.
The Warp Slayer Can Sense The Extrademensinal energy that Maintains and binds the different Planes of Existence together. This is known as Flux. By manipulating the Flux around themselves and other objects, they can "Warp" or teleport a short distance. Granting them an incredible Advantage in combat.
Flux Warping
Starting at 3rd level, your connection with the Flux has been awakened and you have now learned to Manipulate it. Your access to The Flux is represented by a number of Warp Points. Your rogue level determines the number of points you have. You regain all of your Warp Points at a short or Long rest.
You can spend these points to fuel various Warping abilities. You start by knowing three such features:
Hit and Run, Resonant escape, and Warp strike. You learn more Flux Warp abilities as you gain levels in this class.
You regain all of your Warp Points at the end of a Short or Long Rest.
Some of your Warp abilities and spells require your target to make a saving throw to resist the feature's Effects. us charisma for your spell Save.
Spell save DC = 8 + your Proficiency Bonus+ your charisma modifier
Warp Ranges: level 3: 15 feet Level 9: 25 feet Level 13: 50 Level 17: 100 feet.
Flux Warp Abilities
Warp Strike As a Bonus action you may spend a Warp point to Warp within melee range of a Target. You have advantage on the first melee attack you make against the Target this turn.
Resonant Escape: When targeted with a melee or ranged attack you can see you may spend a Warp point in an attempt to Warp away before the attack hits. Make a DEX saving throw using the attack roll as the DC. If successful you Warp away and the attack misses you. If you fail, the attack hits you and you are still warped. You MUST use this before the Dm reveals the attack roll and determines wether or not the Attack hits or misses.
Hit and Run: Immediately after you take the Attack action, as a bonus action, you can spend 1 Warp point to Warp in any direction. This does not grant attack of opportunity.
Enhanced Warp
Starting at level 9 Spend an Additional Warp Point while using any Flux Warping Abilities, Doubling the Maximum Warp Range.
Sequestering Strike
Starting at level 9 As a bonus action you may Focus the Flux, harnessing it's power in and around your blade. The next time you Hit an enemy that is of equal size or smaller than yourself with the blade They must make a wisdom Saving throw vs your spell save DC. On a success nothing happens and you deal normal damage. On a failure they are Warped to a location of your choosing within range and take Half Damage as they are teleported before your blade can fully sink into them.
When using Enhanced Warp on Sequestering Strike You deal full damage and are Warped to the same location as the target.
Thoughts or Suggestions? for level 13 and 17