Base Class: Fighter
A combatant that steps in and out of existence, teleport left and right, create unstable voids in reality, and becomes aware of the multiverse. Pulling arcane energy from the voids in dimensions and the astral plane, it is feared in many places for multiversal travellers to stumble upon. Whoever chose this path is almost always an adventurer or traveller, from the start, becoming what they feared and admired to be.
Astral presence
Starting at 3rd level, you become surrounded by astral mist and its vacuum energy. You can’t have disadvantage on attack rolls caused by nonmagical environmental conditions, being heavily obscured areas, a trait of a creature, or being unable to perceive your target. Additionally, you can teleport up to 30ft to an unoccupied space you can see right after you use second wind.
Voided Strikes
Starting 7th at level, At the start of your turn, you can give yourself voided energy strikes until the end of your current turn. This applies to all attack rolls on your turn. When you hit with an attack roll and deal damage to the target, you can deal extra force damage to the target equal to 1d6 plus your proficiency bonus. You can use this feature a number of times up to your proficiency bonus, you regain all uses when you finish a long rest. Additionally, at the end of your turn when you use this feature, you can teleport 20ft ot an unoccupied space you can see.
Blinking agility
Starting at 10th level, You can briefly pass through the barrier of spacetime. When an attack roll is about to be made against you, you can take a reaction so that the attack roll automatically misses, you can then teleport up to 20ft to an unoccupied space you can see. You can do this twice per short or long rest. You regain a use of this ability once when you roll initiative.
Null and void
Starting at 15th level, Immediately after you hit a creature with an attack roll, you can roll a 1d6 on the table below. You can use this feature a number of times equal to your proficiency bonus, you regain all uses when you finish a long rest.
D6: Void Surge Effect
1 (Void Step): You teleport up to 30 feet to an unoccupied space you can see, and your movement doesn't provoke opportunity attacks until the end of your turn.
2 (Spacetime Shield): You gain temporary hit points equal to your level.
3 (Gravity Crush): The target takes an extra 4d12 force damage and is knocked prone.
4 (Singularity): You gain resistance to all damage until the start of your next turn.
5 (Event Horizon): You become invisible until the start of your next turn.
6 (Collapse): That attack becomes a critical hit, and if it was already a critical hit, it is stunned until the end of your next turn.
Rending rift
Starting at 18th level, As part of the attack action, you can replace one attack with a dimensional rift. Choose a point you can see within 60ft of yourself, a 40ft radius sphere appears, all creatures within range must make a dexterity saving throw (8 + proficiency bonus + dexterity or strength score) or take damage equal to 10d10 plus your level and be pulled to the nearest unoccupied space to the point. You can use this feature a number of times equal to half your proficiency bonus (rounded up).
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/11/2026 2:09:36 PM
|
1
|
0
|
5.5e
|
Coming Soon
|
|
|
10/11/2026 2:18:34 PM
|
2
|
0
|
--
|
Coming Soon
|
Comments