Fighter
Base Class: Fighter

Warp Wardens are masters of the ethereal plane and teleportation. Some have been trained from birth to utilize these abilities other naturally inherit them and have to experiment to find out what they do. 

Warp Wardens utilize short range teleportation and the manipulation of the ethereal plane to aid them in combat. Some wade into battle surprising enemies by attacking from unknown directions. Others dart in front of the weak and protect them from harm with their bodies. Their are many more ways to utilize these abilities and these are just a few basic ones. 

Warp Dice

You have a number of Warp Dice equal to you intelligence modifier. You regain them over a short rest. They are represented by D6s they increases to D8s at 5th level, D10s at 11th and D12s at 17th. 

They represent the power and energy you have to expend over the manipulation of the ethereal plane.

Warp Abilities

Portal Strike: You teleport 30 feet and attempt to attack a creature. If the first attack hits add additional damage equal to the number rolled on the Warp Dice

Warped Interception: When a creature you can see within 30 feet of you is attacked before the attack roll is revealed you can spend a Warp Dice and your reaction to teleport in front of them. You then become the creature being attacked. If you take damage you may reduce it by the dice roll plus your intelligence modifier.

Ameliorated Warp

Forced Warp: When you hit a creature you may spend a Warp Dice to attempt to open a portal behind it and shove it in. It must make a strength save against your DC (8+Proficency Bonus+ Intelligence Modifier.) If it fails it falls it and you many choose a spot within 30 feet of you for the portal to open and spew out the creature that was pushed in.

Redirection: When a creature targets you with an attack you can create a portal to swallow the attack. You must declare this before you know what was rolled. When you do you must spend a Warp Dice and select a new creature within 30 feet of you for that attack to target.

Ether Walk

Once per long rest you may activate Ether Walk. For the next hour as an action you can create a portal into or out of the ethereal plane. Only you can use the portal that is created by this feature.

While on the ethereal plane you can see into the material plane however features and spells like counter spell do not work across planes. You can also travel through walls and creatures that are on the material plane unless they have a feature, spell or ward against it.

Wormhole Master

Your portal skills have become great enough so that you may make an unlimited number of weaker portals and warps. When you use a Portal Strike or Warp Interception you may choose to use a D6 instead of your normal dice value. If you do this you don't spend a Warp Dice.

Warping Frenzy

Your Warp power wells up within you until it over flows and you leap from portal striking at all enemies with deadly accuracy. You may also had other features such as Forced Warp to these attacks. 

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