Base Class: Rogue
The legendary Blinks are master thieves and pickpockets with a supernatural knack for concealment. With a portal to a personal demiplane manifested in your hands, you join their ranks, able to make contraband vanish in the blink of an eye.
Palm Portal
When you choose this archetype at 3rd level, the demiplane within your palm stabilizes.This Demiplane or Palm Portal allows you to manipulate space itself. As an action, you can touch a small or smaller object and spirit it away into a demiplane tied to you, that only you can access. The powers below use your demiplane.
Portal Disarm. If another creature is wearing or carrying the object, including weapons, you may use your action or cunning action to hit the creature with an unarmed strike to take it. You use your Dexterity modifier for the attack roll, which you are proficient in. This attack deals no damage.
Ensnare Missiles. when you or a creature within 10 feet of you is targeted by a ranged attack, you can use your reaction to divert the projectile or spell, imposing disadvantage on the roll. If the attack misses, you pull the projectile into your demiplane.
Portal Rebound. If you successfully diverted a projectile using your Ensnare Missiles reaction, you can use a bonus action to reverse the projectile, making a ranged weapon attack against a target within the original attack's range, as if it originated from you. You are proficient in the attack, and the attack is considered a ranged weapon attack for the purposes of triggering your Sneak Attack. When you inflict Sneak Attack in this way, it deals force damage instead of the projectile's type.
Mel Force. You can use a bonus action to pull a small or smaller object that you can see 30 feet straight toward you. If the object is less than 30 feet away from you, it flies into your empty hand. If a creature or another object impedes its progress, it stops harmlessly and falls to the ground.
You can withdraw an object in your demiplane as an action, you can draw a weapon from your demiplane as part of the attack you make with it.
In order to use any of these features, you must have at least one empty hand. At 13th and 17th levels in this class, the carrying capacity doubles and the size of objects that can contained increases. You can powers affect medium objects at 13th level and large objects at 17th level
Pocket Prison
Starting at 13th level, you can store creatures inside your demiplane. You can target a Medium or smaller creature with the unarmed strike granted by your Palm Portal feature. If the attack hits, the target is pulled into your demiplane, and you can deal 2d6 force damage to the target.
While in the demiplane, it is unharmed and takes turns and actions as normal, but it is blinded and deafened until freed. The target is released at the start of your next turn, or when you pull another creature inside. When released, the target reappears in an unoccupied space within 5 feet of you.
Singularity
Beginning at 17th level, you are always under the effects of the blink spell whenever you are conscious, unless you choose to suppress it (no action required).
Planar Interference
Starting at 9th level, energy leaks from your demiplane creating a veil of shadows around you, interfering with attempts to perceive you. You can use an action to channel a portal through your empty hand and leave it open, as though you were concentrating on a spell. You can close the portal at any time, no action required.
While the portal is active, you and creatures you choose 30 feet around you gain +10 bonus to Dexterity (<a class="tooltip-hover skill-tooltip" href="/compendium/rules/basic-rules/using-ability-scores#Stealth" data-tooltip-href="//www.dndbeyond.com/skills/5-tooltip?disable-webm=1&amp;disable-webm=1">Stealth</a>) checks as if they are under the effects of the Pass without Trace spell.
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