Fighter
Base Class: Fighter

Realm Runners are a form of spiritual fighters. Through hard training, concentrated meditation and studying they are able to not just strengthen their body and sharpen their mind, but to unite them. They learn to see more than others can with their naked eyes. Realm Runners have a deep connection to a specific Realm. They feel the flow around them and can influence it in a way that allows them to manipulate time and space.

Teleportation Marks

Placing Mark
As a bonus action you can place a visible mark by touching a creature or an object, aswell as a spot on the ground or a wall for example.
The amount of marks you can place is not limited, therefore you are able to place as many as you want.

Teleporting
Once you placed a Teleportation Mark you can use a free action to teleport to it as long as it is within a range of 30ft (45ft at 10th level, 60ft at 18th level).
You can teleport to your previously placed marks up to 1 + your proficiency modifier per short rest.

The placed marks have no time limit and stay endlessly, unless you use up all your teleports, at which point all of your previously placed marks vanish.

Realm Diver

You are able to shift in and out of your designated realm.

Starting at 3rd level you have access to the Blink spell.

Teleportation Switch

Starting at 7th level you can switch places with another willing creature or an object within a 30ft range.
The object can't be larger than you in size or be heavier. Nor can it be worn or carried by another creature or be magical.

You can use this feature equal to your Intelligence modifier per long rest.

Swiftness

Your speed increases by 10 feet.

You get access to the Haste spell.

You can use Avoidance to teleport out of and dodge attacks.

Avoidance
When hit with an attack you can make an Intelligence Saving Throw against it.
You roll either against the attackers rolled Hit/DC or if the attack requires a different saving throw (like a DEX save for Fireball) you can choose to roll an Intelligence Saving Throw instead.
On a successfull save you can teleport to any spot you can see within 20ft, avoiding the attack completely.
On a failed save you take full damage.

Void of the Realms

Absorption Portal
When you or an ally in a 15ft radius gets attacked you can use your reaction to open up a portal to your designated realm to absorb an attack.
The portal can swallow any sort of projectile thrown or shot at you or an ally.
This even includes projectile spells like Eldricht Blast (e.g. spells like Fireball or Wall of Light can't be absorbed).

Redirection Portal
Once you have absorbed an attack you can use a bonus action on your subsequent turn to open up another portal to redirect the attack onto your enemy.

Far Travel

You gained a lot of experience in space time manipulation, allowing you to now travel greater distances via teleportation.
You now have access to the Teleportation Circle spell.
You can also use Distance Teleport.

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