Base Class: Rogue
By delving into studies of the nature way-lines of energies that flow through everything, Blink Assassins have discovered how to travel along these invisible roads in an instant. By crafting a rune with the individual's unique life force signature as an anchor, Blink Assassins can travel across space in relation to the rune. Most Blink Assassin's have learned to craft these personal runes onto a weapon of choice to utilize in combat. Some master's of this practice have been known to extend the distance of the connection to these runes, allowing them to travel faster and farther than thought possible. The full applications of this technique have yet to be fully discovered.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in arcana and the masonry tools.
Death Blink
At 3rd level, you learn a rune based inscription that applies a magical bond between yourself and one weapon: the Blinker's Mark. The application of this mark can be done over the course of 30 minutes, and can be done during a short rest. Upon the conclusion of which you touch the inscription on the weapon and forge the bond.
A successful Dexterity (Masons Tools) and Intelligence (Arcana) check of DC12 must be made to apply a Blinker's Mark to a new weapon. An attempt to craft a Blinker's Mark upon a weapon may be done once per short rest. If the weapon is already magical in nature the DC is raised to 15.
Now the entire battlefield has become a source of danger for your enemies. You may teleport once per turn up to your movement speed to any unoccupied space that you can see from your Blinker's mark as the epicenter. If you moved 15ft or more this way, or blinked behind a creature, the first attack that hits may trigger sneak attack.
Improved Uncanny Dodge: Blink Dodge
Starting at 9th level, you can teleport yourself out of immediate danger at the last possible moment. When you take your uncanny dodge reaction, you may instead teleport 5ft in a random direction, avoiding impact from an attack. The direction is determined by rolling 1d4: 1 Back, 2 Left, 3 Right, 4 Forward.
This feature may be used up X times per short rest. X equals your Intelligence Modifier.
You may use this feature after the attack roll has been determined, but before the damage has been calculated.
Spatial Branding Master
You have ingrained the secrets to manipulating and placing your spatial mark at will. As an action, you can touch a creature or object and Mark it for 1 hour. The number of marks you may have active at a time is equal to your Intelligence Modifier. While the creature(s) or object(s) remains Marked and on the same plane of existence as you, you can use a bonus action to magically teleport to the mark or exchange places with it, teleporting yourself into its space and vice-versa. A creature must be willing to switch places with you to be able to use this feature and if a creature is holding the marked object they must make a (DC8 + proficiency bonus + Intelligence modifier) Strength saving throw to resist having the object be switched places.
Furthermore, if a creature is wearing the object that is marked (i.e. a shield, breastplate, cloak) the item may be removed or dropped by the creature, but it takes its action to do so. Any expended charges may be used again after a short rest.
* As an action, you can attempt to touch a creature or object and Mark it for 1 hour. The number of Marks you may have active is equal to your INT modifier.
* As a bonus action your turn to magically teleport to the mark or exchange places with it, teleporting yourself into its space and vice-versa.
Long Blink
Starting at 17th Level you may now place permanent markers onto objects and or creatures and may teleport to them instantaneously, using your action, regardless of distance. These markers act as lightning rods for you as you pass through the manipulated space of your craft. These markers take 30 minutes to create. You may take up to two willing creatures of Medium size or smaller and one creature of Large size at a time.
If the creature is engaged in combat it much make a Strength Saving Throw of DC8 + Proficiency bonus + Intelligence Modifier.
*On a failed save they are taken with you and knocked prone upon arrival.
*On a successful save you teleport to your destination without the target.
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