Base Class: Rogue
No ones how they gain this ability some say they are born with it others say they made a deal with a powerful entity. Others say it was learned and honed by them.
Improved teleportation
You gain the ability to forgo you movement speed to teleport instead. When you do so you use any amount on of your movement speed to teleport. You do not gain advantage unless already had on a enemy. This ability can be paired with a dash to double your teleport distance.
Greater teleportation
As a bonus action you use you movement to teleport a creature you movement speed. If the creature is friendly towards you no save is needed. If the creature is an enemy, it must make a wisdom save or be forceful teleported to a location of your choosing. As a reaction you can use you teleportation dodge for a creature you can see. Doing this expends your one use for this ability.
Teleportation clone
You have the ability to at such a fast rate that you can be at two places at once. As an action you can create a second you. It has the same initiative as you and can move and attack. While using this ability all attacks against you and you other self have a disadvantage. When you or your second self are hit you suffer the damage. If you and your second self are attacking the same creature each one of you gains sneak attack. This last for 1 minute or if you are incapacitated. After the minute is up you suffer 1 level of exhaustion.
Teleportation strike
As a bonus action a you are allowed to teleport 30ft anywhere you can see. After you teleport you can make one weapon attack. This attack has advantage. In addition on a successful hit you can choose to do one of the following effects:
immobilizing strike: A creature must Dexterity saving throw on a failed save the creatures movement speed is halved and they can’t take reactions until the start of the creatures next turn. On a successful save nothing happens
Defensive Strike: A creature must make a wisdom saving throw on a failed save the creature you attacked has disadvantage on the next weapon attack it makes. On a successful save nothing happens.
Sweeping Strike: A creature must make a dexterity saving throw if the creature is large or smaller on a failed save the creature is knocked. On a successful save nothing happens.
Teleportation Strike DC: 8+ proficiency bonus + Dex modifier
You have used on this ability equal to your Intelligence modifier (minimum of 1). The uses recharge after a long rest.
Defensive strike
Defensive Strike: A creature must make a wisdom saving throw on a failed save the creature you attacked has disadvantage on the next weapon attack it makes. On a successful save nothing happens.
Immobilizing strike
immobilizing strike: A creature must Dexterity saving throw on a failed save the creatures movement speed is halved and they can’t take reactions until the start of the creatures next turn. On a successful save nothing happens
Sweeping Strike
A creature must make a dexterity saving throw if the creature is large or smaller on a failed save the creature is knocked. On a successful save nothing happens.
Teleportation Dodge
As a reaction when you are hit by an attack you can teleport 10ft to a place you can see avoiding the attack. You can use this when you know you are being attacked but not before it hits or misses you. You can use this ability equal to your intelligence modifier per long rest.
Teleportation Dodge
As a reaction when you are hit by an attack you can teleport 10ft to a place you can see avoiding the attack. You can use this when you know you are being attacked but not before it hits or misses you. You can use this ability equal to your intelligence modifier per long rest.
Escape teleport
As an action while your are grappled or restrained you can use one of your teleportation strikes to break the grapple or restraint and teleport 10ft away.
Previous Versions
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5/12/2020 2:21:04 AM
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5/13/2020 3:55:13 AM
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5/13/2020 5:00:16 PM
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