Base Class: Rogue
The Jumpers have a unique connection with space and time, their abilities can warp them to far away locations and make them very difficult to hit, and their unpredictable tenancies create confusion for their enemies.
Jump
At level 3 and as an action the Rogue may teleport to a location within their movement range that they can see, or have seen within the last 10 minutes, by opening a small tear in the fabric of space and time. This ability can be used a number of times equal to your Proficiency Bonus plus your Intelligence modifier.
Hyper
At level 9 and after the Rogue uses the Jump ability they gain 10 ft. of movement speed until the end of their next turn. Hyper can stack up to three times and its duration matches the latest instance of Hyper.
Blur
At the 13th level you gain bonuses for each stack of Hyper active.
At one stack of Hyper you gain advantage on Dexterity saving throws. At two stacks creatures have disadvantage on attack rolls against you. At three stacks you may use the Jump ability as a Bonus Action.
Spacial Strikes
At level 13 the Rogues melee attack range can be increased to match their movement speed with a bonus action, effects last until the end of the Rogue's turn.
Can't Touch Me
At level 17 if an attack that targets the Rogue misses, the Rogue may use their Jump ability as a Reaction.
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