Base Class: Rogue
The planes are imperfect, and you know exactly where to find their flaws. Planar bandits see the faults in the multiverse and are able to slip right through them. You join the ranks of the most adventurous explorers, the most travelled of nomads, and the grandest of Thieves.
With the ability to create portals, you are able to find the areas where the veil between worlds is thin. This ability is quite rare, and whether it manifested as an inborn talent, a special technique or something you're not quite sure of, it sets your apart from other rogues. Many tricksters follow this discipline, the ability to fade out or create links between points can be incredibly useful, in the same spirit of illusions. Others, however, might use it for more selfish reasons, unable to be contained or captured, while still some would use these abilities as vigilantes, doing their part to make the world a better place, even if they aren't accepted.
Planar Slip
At third level, you begin to find rends in the fabric of the planes, slips in the structure of the multiverse.
You can use a your cunning action to create two rifts, one within your space and one within a space that you can see within 30 feet of you. An unstable portal bridges the distance between the two.
The rifts are no more than a 5 feet across and last until the end of your turn. A creature next to one rift is considered to be next to the other rift as well. Anything put through one rift emerges through the other. A creature may step into the one rift and exit from the other by using 15 feet of movement. This movement triggers opportunity attacks.
Slipwalker
At ninth level, your creation of these faults is second nature, your every movement in sync with the beat of the plane.
The rifts of your Planar Slip can now be up to 10 feet across. and you are now able to travel through rifts by only expending 5 feet of movement.
Dimensional Detention
At Thirteenth level, you begin to harness the latent energies of these slips, briefly blinking your enemies out of existence.
If you have advantage on an attack made through a Planar Slip and both rolls would hit, you may temporarily banish the creature to a harmless demi-plane, hurtling them through a planar fault. You are also able to do this if you've exited through a portal during the same turn.
While banished, the creature has a speed of 0 and is incapacitated. At the end of its next turn, the creature reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
Slip Shroud
At seventeenth level, you become one with the plane around you, wearing it around yourself like an obscuring cloak.
When you first move through a Planar Slip on your turn, you become invisible until the start of your next turn. You become visible after you attack or cast a spell.
Comments