Fighter
Base Class: Fighter

A World Walker has gained the ability to channel teleportation magic in a way that makes even the greatest conjurers jealous. Their powers would have first manifested in a moment of great stress and danger, but since then they have felt a current drawing them to step forward and vanish, to reappear in the midst of their enemies. 

Instinctive jump

At 3rd level, your inherent conjuration magic allows you to instinctively teleport away from attacks. When an attack would hit you, you may use your reaction to teleport 10 ft. Until the start of your next turn, all attacks against you have disadvantage. You may use this ability a number of times equal to your proficiency bonus per long rest

Instant Step

At 3rd level, conjuration magic has fused with your body allowing you to step instantly from place to place.

Before you move on your turn, you may choose to count your movement as teleportation. You cannot break up your movement when you use this feature unless you use the dash action. If you use this feature, after you are finished teleporting your speed becomes 0 until the end of your turn. 

Telefrag

At 7th level, You have figured out how to teleport yourself in a way that preserves your form while disrupting others. 

On your turn, when you are using your movement to teleport, you may use a bonus action and end your movement in the occupied space of another creature. That target must then make a dexterity saving throw with a dc equal to 8 plus your constitution modifier plus your proficiency bonus. If the target fails it takes 3d4 force damage and is knocked prone and pushed 5 ft away from you. If the target succeeds instead you are pushed 5 ft away from the target and it takes no damage. You can only use this ability once per turn.

Teleportation Field

At 10th level, you have become deeply attuned to the magic of teleportation. You can use an action to sense the location of portals within a mile of you. Additionally, whenever someone uses any form of teleportation magic within 500 ft of you, you become aware of the magic but not who cast it or the direction they are.

Whenever someone you can see attempts to teleport, you can use your reaction to attempt to prevent it. They have to make a Charisma saving throw with the dc equal to 8 plus your con modifier plus your proficiency. 

Continent Strider

At 15th level, your powers of teleportation have grown. Once per day you can channel your magic deeply enough to cast teleport. Instead of targeting up to eight creatures, it can instead target a number equal to your proficiency bonus. 

Limitless Freedom

At 18th level, your ability to control teleportation magic becomes limitless, you gain the ability to cast dimension door at will. 

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