Base Class: Rogue
To learn the way of the Limbo Strider is, as some of its students have put it, “to walk the path of sidestepping paths”. Students of this unique school of the roguish arts learn how to step outside the boundaries of the real and walk along that same borderline. To a Limbo Strider, going where they weren’t meant to is just par for the course—be that inside a locked manor, past a wall of force, or just past the edge of reality itself.
Edge Walk
At 3rd level, you learn the ways of the edges of worlds, and master the technique of sidling. As part of your movement on your turn, you can slip through a seam in the fabric of reality and enter Limbo, the space outside spaces. While in Limbo, you can see as though you were still in the plane you were just on, though only to a distance of 60 feet, and only in washed-out colors. Beyond 60 feet, the world blurs into an incomprehensible, nonsensical mess of warped geometries and smeared colors. You can’t be affected by anything outside of Limbo, and can move in any direction. Moving 1 foot up or down costs 2 feet of movement, even if you have a flying speed—Limbo’s relationship to the physics of a proper plane is...awkward. If you interrupt your movement to perform an action, or if you take any action that would interact with the plane you left, you exit Limbo, and appear in the nearest unoccupied space to your current location.
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.
When you exit Limbo, you bring with you a residual effect caused by the traces of various planes bleeding into the liminal space. Roll a d6 to determine the effect that traversing Limbo has on you.
| d6 Result | Liminal Bleed Effect |
| 1 | Until the start of your next turn, you gain resistance to one damage type chosen at random from the following list: acid, cold, fire, lightning, force, necrotic. |
| 2 | You come out of Limbo covered in a thin sheen of shimmering magic. The next time a creature hits you with an attack before the start of your next turn, that creature must succeed a Dexterity saving throw with a DC equal to the attack roll, or take half as much damage of the same type or types. |
| 3 | The world seems to waver and twist slightly in your vicinity. Ranged attack rolls made against you before the start of your next turn suffer a -3 penalty to the attack roll. |
| 4 | You feel almost as if an otherworldly force were guiding your hand, preventing misfortune from dulling your strikes. Until the end of your next turn, or until you enter Limbo again, attack rolls you make can’t have disadvantage imposed on them. |
| 5 | After exiting Limbo, you feel a sudden rush of restless energy. You gain additional movement equal to half your movement speed until the end of your turn. |
| 6 | You exit Limbo with a faint feeling of joy, as though you were just reminiscing about a happy memory. Until the start of your next turn, you gain temporary hit points equal to your Rogue level plus your Proficiency Bonus. |
When you reach 7th level, your expertise at navigating Limbo allows you even greater freedom of movement within the non-space. While in Limbo and moving alone, you only spend 1 foot for every 2 feet you move, and vertical movement costs you 1 foot of movement per 1 foot you travel.
Additionally, when you enter Limbo, you may choose a creature no larger than 1 size category bigger than you that’s within 5 feet of you, which you pull in along with you. That creature must make a Wisdom saving throw with a DC equal to 8 + your Dexterity modifier + your Proficiency Bonus. It can choose to fail this save. On a successful save, the creature remains where it is; on a failed save, that creature is pulled into Limbo along with you.
A friendly creature can use its reaction to loosen its tether to the real, allowing you to pull it along with you at a normal pace; if it does not use its reaction this way, pulling that creature causes you to move at half your normal speed. If you pull a hostile creature into Limbo with you, you cannot move it, and it cannot take reactions this turn, as Limbo itself seems displeased at the creature’s sudden presence.
When you exit Limbo, any creatures traveling through it with you enter the plane in an unoccupied space within 5 feet of you, or the nearest unoccupied space to that position. Any hostile creatures in Limbo exit at the same time you do and enter the plane in their previous space, or the nearest unoccupied space to it, and suffer a -3 penalty to all skill checks and saving throws until the start of your next turn, as the lingering effects of the hostile non-space leave them shaken.
Grasp the Unreal
Beginning at 9th level, you have spent enough time in Limbo to get a feel for the environment there, and have learned to pull a mote of...stuff from within. As a bonus action, you can reach through the gaps at the plane’s edge and seize a fistful of Nothing, coaxing it into mimicking a form that can aid you. Choose one of the following options:
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You guide the Nothing along your weapon, as it spins itself into delicate lightless filigree patterns on its surface. Until the start of your next turn, whenever you make an attack roll with that weapon, you double any bonuses to the attack roll, including those from magical effects, weapon proficiency, and the ability modifier you use for the attack. The Nothing dissipates and is gone from this plane at the start of your next turn.
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You move the Nothing along your body, and it spreads itself outward to cover you in a crisscrossing mesh of thin filaments. Until the start of your next turn, you add your Proficiency Bonus to your Armor Class. The Nothing dissipates and is gone from this plane at the start of your next turn.
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You whisper to the Nothing and send it gliding across the ground, expanding into a vast puddle covering a 10-foot square originating from a point within 10 feet of you. Creatures that move through the space the Nothing occupies treat it as difficult terrain, and must succeed a Strength saving throw with a DC equal to 12 plus your Proficiency Bonus when entering the space or fall prone. The Nothing dissipates and is gone from this plane at the start of your next turn.
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You murmur to the Nothing and throw it toward a creature you can see within 60 feet, where it glides unerringly, as though unaffected by physics. That creature must make a Dexterity saving throw with a DC equal to 12 plus your Proficiency Bonus. On a failure, the creature is incapacitated, blinded, deafened, and restrained until the start of your next turn, as the Nothing envelops them in a constricting sheet of absolute void. On a success, the creature throws the Nothing to the ground in an unoccupied space of their choice within 10 feet, where it forces the next creature that passes within 5 feet of it to make the same saving throw. The Nothing dissipates and is gone from this plane at the start of your next turn.
You can use this feature three times, and regain all expended uses when you finish a long rest.
Banishing Rift
Starting at 13th level, you can tear open a brief rip in the fabric of creation, dragging a creature headlong into Limbo and sending it hurtling through the liminal space to a destination of your choice. As an action, you can force a creature within 5 feet of you to make a Wisdom saving throw with a DC equal to 8 + your Dexterity modifier + your Proficiency bonus. On a failure, that creature is yanked through a rift in the planar fabric and sent flying uncontrollably through Limbo. Until the end of your next turn, if you enter Limbo using your Edge Walk feature, actions that interact with that creature (such as making attacks against it or using an item on it) don’t cause you to exit Limbo. The creature remains in Limbo until the end of your next turn, where it is shunted out of the liminal space and appears in an unoccupied space of your choice within 30 feet of the space it left. Upon reappearing, the creature takes force damage equal to your Rogue level and has disadvantage on all attack rolls, ability checks, and saving throws until the start of your next turn.
While the creature is in Limbo, the space it left appears occupied by an intangible, partially transparent mass of swirling, shifting colors and geometric shapes, which disappears when it exits Limbo.
Once you use this feature, you can’t use it again until you finish a long rest. When you reach 17th level, you can use it twice between long rests.
Void's Echo
At 17th level, you have mastered the art of shaping Nothing, and can even harness enough of it to create a brief duplicate of yourself. As a bonus action, you draw Nothing from Limbo and shape it into a silhouetted fascimile of yourself. This Nothing Echo uses all of your game statistics, including your equipment and weapons, though it can’t replicate class features, the effects of magic items, or spells affecting you. The Echo lasts until the end of your turn, at which point the Nothing dissipates and is gone from this plane.
When you make an attack this turn, the Echo moves and attacks alongside you, granting you advantage on the attack roll. If you hit your target, but don’t kill it, the Echo automatically hits the same target, and deals an extra 5d6 damage. If you miss your target, the Echo attacks the same target. If the Echo’s attack hits, it deals an extra 5d6 damage.
If your attack kills the target, the Echo moves near-impossibly fast to attack up to one target of your choice within a distance equal to your movement speed, and makes the attack with advantage. If the Echo’s attack hits, it deals an extra 5d6 damage.
Once you use this feature, you can’t use it again until you finish a long rest.
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