Rogue
Base Class: Rogue

By listening to the voices from beyond instead of trying to quiet them you have gained a newfound awareness, with careful training you have begun to tap into your true power of the Voidwalker, the ability to slip into the cracks between worlds.

Voices from the Void

You have learned to trust the voices that whisper to you from the void. They give warnings in the moments before danger occurs, giving you a preternatural awareness. You can add your wisdom modifier to your initiative rolls. Additionally, you cannot be surprised.

Voidjaunt

Like a ghost, you have the ability to slip in and out of the Ethereal Plane. As your Move Action you can teleport to a space within 30 feet of you. You don't need to see the space to teleport to it, but if you appear in a space occupied by another creature or an object you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are shunted. Additionally, you don't need advantage on the attack roll to use your Sneak Attack against a creature if you have teleported within 5 feet of that creature that turn. You may only use this ability a number of times equal to your wisdom modifier (minimum 1). Whenever you finish a long rest you regain all expended uses of this feature.

Ethereal Skirmisher

Whenever you use your Uncanny Dodge feature you can pull yourself into the Ethereal Plane to move 15 feet away from your attacker after you take any remaining damage. This movement does not provoke attacks of opportunity.

Void Rift

You can focus all your power to punch a tunnel through the Ethereal Plane to transport yourself and others. As an action, you can cast the teleport spell. Alternatively, you can instead choose to pull the targets of the teleport spell cast this way into the Ethereal Plane. Once you use this feature you can't use it again until you finish a long rest.

Alternate Reflection

As an accomplished void walker all realities are parallel to you. You can collapse differing realities together to gain the outcomes you desire. Whenever you or a creature you see succeeds or fails an attack roll, ability check or saving throw you can cause them to instead roll it again with your choice of advantage or disadvantage, they must take results of the new outcome. Once you use this feature you can't use it again until you finish a short or long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
2/24/2021 8:43:12 PM
3
0
5e
Coming Soon

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