Rogue
Base Class: Rogue

Space Benders

You have awoken the hidden skill and passion of stepping through folds in space. As if precisely cutting the coin sack of an unaware sightseer, Wayfarers can cut open Doorways to infiltrate, escape, maneuver, or attack.

While you can wield these talents playfully, experience and discipline will transform an impressive parlor trickster into a reality-bending master. A pirate phasing between ships, an elusive burglar suddenly appearing inside an invaluable vault, or a spell-hunter following a wizard through dimensions are all possible destinies for a Wayfarer Rogue.

Two-way Ticket

3rd-level Wayfarer feature

When you choose this archetype at 3rd level, you can use your bonus action to create a visible but intangible rift in space called a Doorway in an unoccupied space that you can see within 30 feet of you. As part of the same bonus action, you can switch places with the Doorway. On subsequent turns, you can use your bonus action to switch places with the Doorway.

If the Doorway's space is occupied, you appear in the closest unoccupied space.

A Doorway lasts for 1 minute, unless you dismiss it earlier (no action required). You can have only one active Doorway at a time. If you attempt to create another, the first one vanishes.

If you're ever more than 120 feet away from a Doorway, it vanishes.

Once you've switched places twice with a Doorway, it vanishes.

You can make attacks through Doorways as if you were standing in their space. When attacking this way, you use your Sneak Attack, with an extra 1d6 force damage. You can do this special attack a number of times equal to your Wisdom modifier (minimum of 1), and regain all uses after finishing a long rest.

The extra force damage increases to 2d6 at 10th level and 3d6 at 17th level.

Traveling Sight

3rd-level Wayfarer feature

You gain the ability to see into the Ethereal Plane at will.

Additionally, you automatically detect traces of any teleportation magic that has been active within the past 24 hours in an area you can see. This reveals no further information.

As an action, you can focus on a trace of teleportation magic and make an Insight check against the caster’s spell save DC. On a success, you create an invisible sensor at the teleport's destination for up to 1 minute. You can see through this sensor as if you were there.

If the destination is on the same plane of existence, you learn its approximate distance and direction.

If it is on another plane, you learn only which plane, provided you have visited it before.

Once you use this feature, you can’t do so again until you finish a long rest.

Phasing Trap

9th-level Wayfarer feature

When you use your Uncanny Dodge feature, you can immediately teleport up to 15 feet to an unoccupied space you can see.

If the triggering attack was a melee attack, the attacker must succeed on a Strength saving throw against your Wayfarer save DC (see below) or have their speed reduced to 0 until the end of their current turn.

Wayfarer Save DC = 8 + your proficiency bonus + your Wisdom modifier

 

Crossing Paths

13th-level Wayfarer feature

You can now maintain up to two active Doorways at once. You no longer need to see the spaces where you create Doorways, but you must know their locations (such as knowing a room exists beyond a closed door).

When both Doorways are active and within 60 feet of each other, they become linked:

Creatures within 5 feet of one Doorway can attempt to step through it to the other, spending 5 feet of movement to teleport. They appear in the space of the second Doorway, or in the nearest unoccupied space.

You can use your reaction to allow or deny passage through the Doorways. If you deny passage, the creature must succeed on a Strength saving throw against your Wayfarer save DC or fail to move through the Doorway. On a failure, their movement is wasted and they can't try again until the start of their next turn.

Exalt Dimensions

17th-level Wayfarer feature

Once per long rest, you can supercharge your Doorways with unstable energy. Choose one of the following effects:

Collapse. All creatures within 10 feet of each Doorway must make a Charisma saving throw against your Wayfarer save DC.

On a failure, they take 6d6 force damage and are teleported together to a location you can see within 500 feet.

On a success, they take half damage and are not teleported.

If a creature is within the area of both Doorways, they make the saving throw with disadvantage and take 9d6 force damage on a failure.

After using Collapse, your Doorways vanish, and you cannot create new Doorways until you finish a short or long rest.

Open. All willing creatures of your choice within 5 feet of a Doorway are teleported to a location you choose that you have seen before. The destination must be on the same plane of existence.

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