Base Class: Rogue
Voidbreakers are few and far between. Not many can claim to manipulate the fabrics of time and space, and step through the void upon which all creation stands. Most Voidbreakers learn their abilities at a temple alongside monks who study the manipulation of gravity. Others learn the secrets of the void on their own, while the rarest of them come from a completely different reality. Regardless of their origins, Voidbreakers use their talents to stalk their prey, analysing possibilities and manipulating the outcomes of parallel worlds to create only the most favourable outcome for themselves. When a Voidbreaker clashes with a foe, chance is always on their side.
Inferring Action
When you choose this archetype at 3rd level, you gain inferring actions. You have a number of these actions equal to twice your intelligence modifier. You regain any expended uses of them at the end of a long rest. When you make an ability check, saving throw or attack roll, you can expend one use of your inferring action to gain advantage on the roll.
Resonant Assault
Starting at 3rd level, anytime you use your cunning action, you gain a token. You can hold a maximum number of tokens equal to your intelligence modifier. You can expend one or more tokens with a single bonus action to active one or both of the following effects:
- 1 Token: You can dodge as a bonus action.
- 2 Tokens: You gain an extra attack when you choose the attack action. You must spend these tokens while attacking a target.
You can use multiple tokens at once. For example, with 5 tokens you can gain 2 extra attacks and dodge all with one bonus action.
If you do not gain any new tokens for 1 minute, you lose all of your tokens.
Rending Strike
Starting at 9th level, you can create an attackable echo of a target. When you land an attack on a creature, you can rend an echo that is created in the same space as them. The echo has the same AC as the target, cannot move or be moved, and cannot be destroyed. The echo vanishes if the target moves more than 60 ft. away from it, having no effect. At the start of your next turn, the echo shatters. Any damage it took is dealt to the original target.
You can use this feature twice per short rest. At 17th level, you can use it four times per short rest.
Chrono-Sync
At level 13th, you can warp through time and space to evade enemies. When an attack roll misses you, you can use your reaction to teleport to an unoccupied space you can fit it within 15 ft. After you teleport, you can make a single attack with disadvantage as part of the reaction. You can expend one use of inferring action to negate the disadvantage of this attack, also as part of the reaction.
Fatal Correction
When you receive damage that would bring you to 0 hit points or below, you merge a parallel version of yourself into existence. You ignore the damage you took, and can teleport up to 30ft. away to somewhere you can see.
You can use this feature once per long rest.
Previous Versions
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