Base Class: Rogue
Certain rogues love the thrill of breaking into a vault. Some are satisfied will riches and fame, but others seek to be the best. When all other vaults have been cracked there is but one challenge left, one vault left to crack: The Schism.
Those unlucky enough to succeed in their quest become afflicted by a sickness causing them madness and allowing them access to powers from, and the ability to enter and exit, The Schism.
The Schism is the place between the third and fourth dimension. Time flows in a non-linear way and movement is omnidirectional inside The Schism. Any creature unlucky enough to find themselves in The Schism is able to see out into the third dimension but their vision is reduced to 15 feet.
Spellcasting
When you reach 3rd level your sickness grants you the ability to manipulate The Schism to cast spells. All spells and cantrips are from the sorcerer spell list.
Cantrips
You learn a number of cantrips equal to half your rogue level rounded up.
Spell Slots
You do not get spell slots, instead you can cast each prepared spell once per long rest.
Spells Known at 1st Level or Higher
You can prepare a number of spells whose combined levels are equal to half your rogue level rounded up with a maximum spell level of 4 (for instance if you are level 5 you can prepare three 1st level spells, or one 1st level spell and one 2nd level spell, or one 3rd level spell). You cannot choose enchantment spells or cantrips.
Spellcasting Ability
Your spellcasting ability is charisma. Similar to how some sorcerers have an innate understanding of their own magic so do you. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Vault Breaker
Locks mean little to one with access to The Schism. The inner mechanisms of a lock are far simpler than that of The Schism and thus picking one is easy. Starting at 3rd level, you gain a bonus to all checks involving locks equal to half your proficiency bonus.
Phase Step
You can hear the call of The Schism and long for its embrace. Starting at 9th level, you inadvertently enter The Schism when you move. While Phase Stepping, due to the nature of The Schism, you do not trigger opportunity attacks. Your movement cannot exceed 60 feet while traveling through The Schism.
World Phaser
Starting at 13th level, you can choose between Stable and Unstable Phasing.
Unstable Phasing
Being exposed to The Schism is a physically painful ordeal for those not afflicted by the sickness. You can move through objects and creatures as if they are rough terrain. If you pass through a creature, you deal half your sneak attack damage. If you end your turn inside an object or another creature you take 1d10 force damage. A single use of this feature allows you to stay within an object or creature's space for two rounds. Starting your turn within an object or another creature's space during the third round will use another charge. If you run out of charges while inside an object or another creature's space, you take an additional 1d10 force damage for each consecutive round.
You can use this feature a number of times equal to half your Charisma modifier rounded up (minimum 1), and you gain all expended uses when you finish a long rest.
Stable Phasing
As your exposure to The Schism increases you have managed to gain a small amount of control. You have accurate control over where you phase to and gain the ability to briefly stay within The Schism. You can use this feature to gain one of the following effects:
- Use half your movement to teleport up to 30 feet to an unoccupied space within view. You can only use this effect once per turn.
- Use an action to stay within The Schism until the start of your next turn. While inside The Schism all attacks made against you are made at disadvantage
You can use this feature a number of times equal to your Charisma modifier rounded up (minimum 1), and you regain all expended uses when you finish a long rest.
Through the Veil
As your sickness worsens The Schism becomes putty in your hands. With The Schism being a higher dimensional plane creatures and objects inside The Schism don't have to obey the same laws of reality as those bound to the third dimension. When you use thus feature you tear a small hole in the veil covering The Schism and reach through making another small hole on the other end allowing you to do one of the following actions:
- Make a melee attack against a creature you can see within 30 feet. This attack can trigger Sneak Attack and can crit on a 19 or 20.
- Interact with an object you can see within 30 feet. You can also pass objects through the holes in The Schism.
- Make a grapple check on a creature you can see within 30 feet. If the creature fails their save, they are pulled through the hole to your location and become grappled.
Previous Versions
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1/14/2025 5:38:09 AM
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56
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47
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1.2
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Coming Soon
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