Base Class: Fighter
These fighters tap into interplanetary portals which can be used to move around, move attacks away from allies and even allow them to zip around the battlefield, untouchable and unseen.
Portal Generation
as a reaction, you can make a portal to stop a ranged weapon attack or spell from hitting you or any allies within a 30ft radius around you. when the portal is made, roll 1d20 and add either your STR or DEX mod to the roll. if your roll is higher then the attack roll, the attack doesnt hit. this can be done twice per long rest
Warp Gate
Starting at 7th level, you learn the Misty Step spell, which can be casted without use of any spell slots or material components.
Portal Surge
Starting at 10th level, when you use your Action Surge or Second Wind features, you can teleport a number of feet equal to your walking speed. also when you use Misty Step, you can target an ally to teleport with you, but they can be hit by opportunity attacks.
Teleporting Strike
Starting at 15th level, when you hit a creature with a melee or ranged weapons, you can force them to roll a dexterity saving throw witha. DC equal to 8+Con bonus+proficiency bonua. On a fail they forcibly teleport anywhere within a 30ft radius around them that you choose. this can be done once per turn.
Portal Counter
Starting at 18th level, when using your Portal Generation feature, you can make the attack hit the creature that used it, also if you fail the contest you can choose to succeed it. both of these abilites can be done once per long rest.
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