Base Class: Fighter
Being able to cut through planes of existence is no easy feat, being able to also cross through those portals and still live is even harder, and carrying on the practice whilst being chased down by people who consider this martial practice "A danger to civilisation" for threat of a extra planar incursion is near impossible. Though people following the art of the Phaseblade make this seem like a typical afternoon, casually cutting open portals to different planes and being able to sustain them for an insurmountable amount of time whilst others pass through the portal to either hunt for rare treasures native to those planes, or slaughter an army waiting to pass through a separate tear to the material plane.
Phase Power
When you choose this archetype at 3rd level, You can channel reserves of energy which you have learned to access via your training, which are represented in d8s (d10s at level 10, and d12s at level 18 - you have a number of these dice equal to double your proficiency bonus and you can expend one to do one of the following:
- Shift Creature - You can temporarily open a portal through the planes to shift a creature that is in melee with you up to 10ft away from you, or vice versa if the creature fails a Charisma saving throw.
- Planar Burst - You can spend a number of your Phase Energy die (maximum of 4) to amplify your attack by your choice of: Fire, Cold, Acid, Poison, Thunder, or Psychic damage.
- Teleporting Strike - You can spend a Phase Energy die to roll the die and multiply the number rolled by 10, and teleport a melee strike within the result of that.
- Portal Switch - As a reaction, you expend a Phase Energy die to switch places with a creature or object of your size or smaller that is within 60ft of you, if the thing you're switching with is a creature and is unwilling, they must succeed a Charisma saving or switch places with you, on success nothing happens.
- Planar Jaunt - Expend a Phase Energy die, roll it, and multiply the number by 10 to teleport that distance as a bonus action
You regain all of your expended Phase Energy die when you finish a long rest.
Student of Phase
At 3rd level, you gain the language primordial.
Planar Attunement
Starting at 7th level, if you spend at least 1 minute concentrating on the specific characteristics of the different planes of existence, you can become more resistant towards the different elements that may come from those planes. For 1 hour you gain resistance to Fire, Cold, Thunder, and Necrotic damage.
You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest
Increased Phase Reserves
At 10th level, your Phase Energy dice turn into d10s. At 18th level, they turn into d12s.
Rend Veil
Starting at 15th level, your control over your weapon and your thoughts has made you able to tear through the veil between planes, and through sheer force of will you are able to keep that portal open for an extended amount of time, allowing for your allies to get through.
As an action you can tear through the veil between planes, forcing a portal to a separate plane of existence of your choosing to open before you which can fit creatures of large size or smaller and lasts for 1 minute or until you lose concentration (as if you were concentrating on a spell).
You can't use this feature again until you finish a long rest.
Increased Phase Reserves
At 18th level, your Phase Energy dice turn into d12s.
Previous Versions
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6/3/2023 2:04:04 PM
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