Rogue
Base Class: Rogue

The Portal Thief is a rogue who has learned to manipulate folds in The Weave to tear open portals to other locations, aiding in their roguish hijinks. These thieves have been known to infiltrate some of the most secure locations imaginable, and vanish without a trace.

Distortion Dash

Starting at 3rd level, you are able to tear open a portal through space and jump through. When you take the Dash action on your turn, all movement gained from the Dash occurs as teleportation instead of other forms of movement (walking, climbing, etc.).

Teleporting this way does not incur attacks of opportunity and you arrive at the new space instantaneously. You must have line of sight to your destination unless the destination is previously known to you. When you teleport within melee range of another creature, your next successful melee attack against that creature is a Sneak Attack.

Cloak and Dagger

Starting at 9th level, your portals are more stable, and linger long enough for a quick escape. After you deal Sneak Attack damage to a creature, you may teleport to an unoccupied location up to your movement speed. This teleportation follows all rules as outlined by the Distortion Dash feature.

Additionally, when you deal Sneak Attack damage to a creature, you may choose to have the creature make a Wisdom saving throw (DC = 8 + your Proficiency bonus + your Intelligence Modifier). If the creature fails, you may throw them through a portal and teleport them to an unoccupied location up to 15 feet away that you can see or that is previously known to you.

Gateway Portals

At 13th level, you know how to manipulate portals with such expertise that you can make large, highly stable portals to use for rapid escapes or roundabout means of entry to a location you've already scoped out.

As an action, you may create a pair of gateway portals that you may place in two locations within 120 feet of you. You must have line of sight to the locations you place the gateway portals, unless their locations are previously known to you.

The gateway portals are 5 foot diameter spheres, occupy their space, and last for 10 minutes or until you dismiss them as an action. Whenever you or an allied creature moves into the space of a gateway, they arrive in the space of the other gateway immediately as if having teleported and following previous rules of the Distortion Dash feature. You can only have two gateways active at a time.

When a hostile creature attempts to move through a gateway for the first time in a turn, they must make a Wisdom saving throw (DC = 8 + your Proficiency bonus + your Intelligence modifier) or be shunted back to their previous space and unable to pass through.

Ambush

At 17th level, you are able to momentarily produce dozens of portals and flash between them. Once per long rest, you may teleport to and attack a creature that you can see or whose location you are previously aware of up to 60 feet away from you.

After attacking this first creature this way, you may repeat this process a number of times equal to your Dexterity modifier. Each newly chosen creature must be within 60 feet of the current creature you are engaged with.

Attacks you deal after teleporting now deal an additional 1d8 force damage.

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