Base Class: Rogue
Cinder‑Blink Marauder
Rogue Subclass (Homebrew)
Rogues who become Cinder‑Blink Marauders are souls twisted by fire, chaos, and their own catastrophic demise. These killers died in an explosion—often one they caused—and clawed their way back infused with infernal volatility. Their bodies crackle with ember‑light, their steps leave burning footprints, and their teleportation bursts with smoke and sparks. They are unpredictable, explosive, and terrifyingly fast.
Where other rogues rely on precision and subtlety, Cinder‑Blink Marauders weaponize chaos itself. They strike from smoke, vanish in fire, and dance through combat in a blur of teleportation and burning embers.
Cinder‑Blink Marauder Features
3rd Level — Cinder Ambusher
Your infernal rebirth has fused your rogue instincts with volatile displacement. Whenever you teleport by any means—whether through a spell, class feature, magic item, or other effect—you can make a single weapon attack against a creature within 5 feet of you as part of the same action, bonus action, or reaction that triggered the teleport.
If this attack hits, it deals an additional 1d6 fire damage.
This attack can trigger Sneak Attack if its conditions are met.
3rd Level - Out of the Embers
3rd‑Level Cinder‑Blink Marauder Feature
Your sudden, volatile movements let you strike before enemies can react. Whenever you teleport and appear within 5 feet of a creature you were not already adjacent to, you can treat that creature as if you meet the conditions for Sneak Attack, even if you would not normally qualify.
You can use this feature once per turn.
9th Level — Infernal Flash
Your teleportation erupts with blinding infernal light.
When you use Cinder Blink, creatures within 10 feet of your arrival point must make a Constitution saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus). On a failure, they are blinded until the end of your next turn.
You can use this feature twice per short or long rest.
13th Level — Volcanic Escape
Your instinct for survival manifests as explosive displacement.
When you take damage, you may use your reaction to teleport up to 20 feet to an unoccupied space you can see. When you depart, you leave behind a small explosion that deals 2d6 fire damage to creatures within 5 feet (Dex save for half).
You are immune to the damage caused by your own Volcanic Escape.
17th Level — Cataclysmic Blink
Your teleportation becomes a devastating infernal weapon.
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Your teleport range increases to 30 feet.
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Your arrival explosion deals 3d6 fire + 3d6 force damage.
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You are immune to all damage caused by your own teleportation effects.
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When you teleport, you may choose to become heavily obscured by smoke until the start of your next turn.
You are now a living flashbang of infernal chaos.
Cinder Ambusher
Your infernal rebirth has fused your rogue instincts with volatile displacement. Whenever you teleport by any means—whether through a spell, class feature, magic item, or other effect—you can make a single weapon attack against a creature within 5 feet of you as part of the same action, bonus action, or reaction that triggered the teleport.
If this attack hits, it deals an additional 1d6 fire damage.
This attack can trigger Sneak Attack if its conditions are met.
Out of the Embers
Your sudden, volatile movements let you strike before enemies can react. Whenever you teleport and appear within 5 feet of a creature you were not already adjacent to, you can treat that creature as if you meet the conditions for Sneak Attack, even if you would not normally qualify.
You can use this feature once per turn.
Infernal Flash
Your teleportation erupts with blinding infernal light.
When you use Cinder Blink, creatures within 10 feet of your arrival point must make a Constitution saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus). On a failure, they are blinded until the end of your next turn.
You can use this feature twice per short or long rest.
Volcanic Escape
Your instinct for survival manifests as explosive displacement.
When you take damage, you may use your reaction to teleport up to 20 feet to an unoccupied space you can see. When you depart, you leave behind a 5‑foot explosion that deals 2d6 fire damage (Dex save for half).
You are immune to the damage caused by your own Volcanic Escape.
Cataclysmic Blink
Your teleportation becomes a devastating infernal weapon.
-
Your teleport range increases to 30 feet.
-
Your arrival explosion deals 3d6 fire + 3d6 force damage.
-
You are immune to all damage caused by your own teleportation effects.
-
When you teleport, you may choose to become heavily obscured by smoke until the start of your next turn.
You are now a living flashbang of infernal chaos.
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