Rogue
Base Class: Rogue

A Rare profession where the rogue masters the art of teleportation. The True masters of Warping can even change the essence of their warps to activate bonus ability's.

Recommended Stats: Dexterity, Charisma

This class i heavily based on Ranged/Thrown Weapon Combat. But also has some ability's to work with melee rogues.

(3rd Level) Thrown-Weapon Mastery (Optional)

When throwing Daggers your Range is doubled, When throwing Light weapons their range becomes The same as your Daggers. 

(3rd Level) Warper

After Making a Ranged or melee Weapon attack, You may teleport anywhere within 5ft of the creature that was attacked as a bonus action. You may do this as many times as your Proficiency Modifier and regain all uses on a short or long rest.

Additional Effect: When hitting an enemy with a Thrown weapon attack, activating your warp ability allows you to automatically retrieve your thrown weapon.

You learn as many Warp ability's equal to your proficiency bonus. Additionally you can change them Upon a level up.

Warp Abilitys:
Ravenous Warper: Heal for 1d4 times your Proficiency Score
Absolute retreat: When hitting a creature at melee range you can teleport anywhere within 30 ft. of the creature
Unexpected Reinforcements: You can Give all creatures of your choice within 10ft of your Warp destination Advantage on their next Attack, Or Save.
Assassination: Deal 1d6 time your proficiency Bonus Force Damage, This can crit. with the original attack
Crippling Warp: You Reduce the targets Movement speed to 0 for their next turn
(Level: 6 Required Warp Features)
Flame Step: When arriving at your warp each creature within 10ft. must makes a DC: 8+Proficiency+Charisma Dexterity Saving throw from taking 1d6 Time your proficiency Fire Damage.
Defensive Warp: You Gain Your Proficiency Bonus as AC until the start of your Next Turn
Grappling Strike: You can make a acrobatics or Athletics check to grapple the creature you Warped to.
(Level: 11 Required Warp Features)
Backstab: When warping to the creature you can make an Additional weapon attack, Upon hitting you can deal your weapon damage as well as half your Sneak attack damage again.
Low Blow: You Attempt to Sweep the creature off their feet, They Must make a DC: 8+Proficiency+Charimsa Dexterity Saving throw against being knocked prone
Much Needed Support: When Arriving at your warp location, you can choose up to your Charisma Modifier Creatures Within 10 ft. of you, They all gain Temp HP Equal to your Rogue Level
(Level: 16 Required Warp Ability's)
Knockout Attack: You Hit the creature in the head, the creature must make a DC: 8+Proficiency+Charisma Constitution Saving Throw upon being stunned. They can remake this save at the end of each of its turns.
Unseen Warp: You Become invisible and teleport to your location, You remain Invisible for 1 Minute or Until you Make an Attack, or Cast a Spell. 
Blinding Warp: All Creatures within 15 ft. of your warp destination must make a DC: 8+Proficiency+Charisma Dexterity Saving Throw to avert their eyes as your warp flashes a bright light in all directions. Creatures who fail the save are blinded for 1 minute. This ability shines light up to 150ft away for 3 seconds. 
Wounding Warp: The Creature you Warp to becomes Grievously Wounded, For 1 Minute the Creature Can not Regain HP, and at the start of its turns in must take 2d6+Charisma Modifier Force Damage. (This Effect Can only Be Stopped by a Greater Restoration or a Wish Spell)

(9th Level) Uncanny Warp

Starting at 9th Level you Can use your Reaction to Warp yourself 10ft away from your current position when attacked. This would make the attack miss you. You Can do this once per long rest.

(13th Level) Warper's Gale

You as an action Choose up to as many creatures as your Charisma Modifier within 60ft of you. You can choose in order in which you attack them. You Make an Weapon Attack at them in said order. Additionally you can Choose 1 Warp ability and it applies on Each attack. You may use this Once per Long Rest

(17th Level) Warper's Aspect

At 17th Level you may choose a Warp Aspect, You Gain A bonus Each Time you Warp based on your Aspect:

Aspect of Divinity: Your Warps Heal you for your Proficiency + Charisma Modifier
Aspect of Shadows: Warping in Dim Light or Darkness makes you Invisible as long as you Don't Move, Attack, or Cast a Spell
Aspect of Necessity: You Regain One Warp use whenever entering Combat
Aspect of Inspiration: When Warping to a location Choose an Ally within 30 ft. They Gain Bless for their Next Turn
Aspect of The Predator: Warping to a Creature mark's The Creature. Your Next Attack against the Creature has Advantage and Deals 1d8 Bonus Force Damage

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