Base Class: Fighter
A knight with the ability to warp around the battlefield. (S)he uses his/her bound weapons as teleportation anchors to teleport to on the battlefield.
NOTE: Do not choose an exaltation that you already have. The second and third exaltations require a the previous exaltation to acquire.
Hey, this is an alternate version of the Warp Knight subclass that I found. I needed to change some things for another campaign but I thought some other people might enjoy the idea. The original subclass is by BlackWarlock. Much thanks to him for such a great idea :)
Bound Weapons
At 3rd level, the dimensional energy inside you manifests. You gain the ability to bind up to 3 weapons with spatial energy. In order to do so, you must spend an hour with the weapon and carve onto it or paint on it the symbol that acts as a warping point. As a bonus action, you can swap one of the bound weapons you are wielding with another of your bonded 3. This can be done at any distance across any planar boundaries. The new weapon is swapped in space with the old one. If one of your hands is free, you may teleport any of your bound weapons to your hand as a bonus action. At 10th level you can bind up to 4 weapons. You may bind another weapon by spending an hour marking it with your symbol and imbuing it with dimensional energies, but if your total weapons exceeds the maximum that you can have, one of your weapons, of your choosing, blinks out of existence. Your bound weapons count as magical for the purpose of overcoming immunities.
Warp/Warp Strike
At 3rd level, you learn how to warp-strike. As an Bonus Action, you can make a special attack with a bound weapon by throwing it and making a ranged attack with a range up to 30 feet. You are proficient with it, and you add your Strength or Dexterity modifier to its attack roll. On a hit, you teleport to the creature, with your hand on the handle of the weapon pulling it out. On a miss, you do not teleport, but you may return the weapon back to your hand and this attack does not count toward your uses of this feature. Alternatively, without making a special attack, you may throw your bound weapon up to 30 feet in any direction and teleport to it as a bonus action removing one use of this feature. You can use this feature a number of times equal to your fighter level per long rest. At 15th level, your use of this ability becomes infinite.
Phase Warp
At 7th level, the dimensional energy inside you grows. You gain the ability to Phase Warp. When an enemy takes any attack action against you, as a reaction, you may use one point of this feature to impose disadvantage on the attack roll. If the attack misses you, that enemy has disadvantage on all further attack rolls against you until the start of your next turn. You may use this feature a number of times equal to your proficiency bonus per long rest.
First Warp Exaltation
At 10th level, your dimensional power manifests and allows you to upgrade one of your previous abilities.
1st Chain Exaltation
When you successfully Warp Strike, you may immediately make another Warp Strike attack on a different target, or use the Warp feature without any extra cost.
1st Defense Exaltation
When you activate Phase Warp, if the enemy hits, it still has disadvantage on all further attacks until the start of your next turn. If the enemy misses, It is banished to a harmless demi-plane until the start of your next turn and it can not take any actions. At the start of your next turn, the enemy appears in the space closest to where it was banished from.
1st Distance Exaltation
The range of your Warp and Warp Strike increase from 30 to 60 feet. All weapons can be thrown at 60 feet without disadvantage.
Second Warp Exaltation
At 15th level, your dimensional power manifests and allows you to upgrade one of your previous abilities.
1st Chain Exaltation
When you successfully Warp Strike, you may immediately make another Warp Strike attack on a different target, or use the Warp feature without any extra cost.
1st Defense Exaltation
When you activate Phase Warp, if the enemy hits, it still has disadvantage on all further attacks until the start of your next turn. If the enemy misses, It is banished to a harmless demi-plane until the start of your next turn and it can not take any actions. At the start of your next turn, the enemy appears in the space closest to where it was banished from.
1st Distance Exaltation
The range of your Warp and Warp Strike increase from 30 to 60 feet. All weapons can be thrown at 120 feet without disadvantage.
2nd Chain Exaltation
When you successfully Warp Strike, you may immediately make another Warp Strike attack on a different target, or use the Warp feature without any extra cost. If your second Warp Strike is a success, you may immediately make another Warp Strike attack on a different target, or use the Warp feature without any extra cost.
2nd Defense Exaltation
When you activate Phase Warp, if the enemy would hit, It instead is banished to a harmless demi-plane until the start of your next turn and it can not take any actions. At the start of your next turn, the enemy appears in the space closest to where it was banished from. If the enemy would miss, it is affected by the spell banishment as if it failed the charisma saving throw. You must maintain concentration but you may concentrate on another spell at the same time.
2nd Distance Exaltation
The range of your Warp and Warp Strike increase from 60 to 120 feet. All weapons can be thrown at 120 feet without disadvantage.
Third Warp Exaltation
At 18th level, your dimensional power manifests and allows you to upgrade one of your previous abilities.
1st Chain Exaltation
When you successfully Warp Strike, you may immediately make another Warp Strike attack on a different target, or use the Warp feature without any extra cost.
1st Defense Exaltation
When you activate Phase Warp, if the enemy hits, it still has disadvantage on all further attacks until the start of your next turn. If the enemy misses, It is banished to a harmless demi-plane until the start of your next turn and it can not take any actions. At the start of your next turn, the enemy appears in the space closest to where it was banished from.
1st Distance Exaltation
The range of your Warp and Warp Strike increase from 30 to 60 feet. All weapons can be thrown at 60 feet without disadvantage.
2nd Chain Exaltation
When you successfully Warp Strike, you may immediately make another Warp Strike attack on a different target, or use the Warp feature without any extra cost. If your second Warp Strike is a success, you may immediately make another Warp Strike attack on a different target, or use the Warp feature without any extra cost.
2nd Chain Exaltation
When you successfully Warp Strike, you may immediately make another Warp Strike attack on a different target, or use the Warp feature without any extra cost. If your second Warp Strike is a success, you may immediately make another Warp Strike attack on a different target, or use the Warp feature without any extra cost.
2nd Defense Exaltation
When you activate Phase Warp, if the enemy would hit, It instead is banished to a harmless demi-plane until the start of your next turn and it can not take any actions. At the start of your next turn, the enemy appears in the space closest to where it was banished from. If the enemy would miss, it is affected by the spell banishment as if it failed the charisma saving throw. You must maintain concentration but you may concentrate on another spell at the same time.
2nd Defense Exaltation
When you activate Phase Warp, if the enemy would hit, It instead is banished to a harmless demi-plane until the start of your next turn and it can not take any actions. At the start of your next turn, the enemy appears in the space closest to where it was banished from. If the enemy would miss, it is affected by the spell banishment as if it failed the charisma saving throw. You must maintain concentration but you may concentrate on another spell at the same time.
2nd Distance Exaltation
The range of your Warp and Warp Strike increase from 60 to 120 feet. All weapons can be thrown at 120 feet without disadvantage.
2nd Distance Exaltation
The range of your Warp and Warp Strike increase from 60 to 120 feet. All weapons can be thrown at 120 feet without disadvantage.
3rd Chain Exaltation
When you successfully Warp Strike, you may immediately make another Warp Strike attack on a different target, or use the Warp feature without any extra cost. If your second Warp Strike is a success, you may immediately make another Warp Strike attack on a different target, or use the Warp feature without any extra cost. You may continue using Warp Strike until it is not successful.
3rd Defense Exaltation
When you activate Phase Warp, if the enemy would hit, it is instead affected by the spell banishment as if it failed the charisma saving throw. You must maintain concentration but you may concentrate on another spell at the same time. If the enemy would miss, it is instead affected by the spell banishment but the spell is permanent, always leads to a demi-plane, and does not require concentration. At will you can return any previously banished creatures to any space within 30 feet.
3rd Distance Exaltation
The range of your Warp and Warp Strike increase from 120 feet to 1 mile. All weapons can be thrown at 1 mile without disadvantage.
Comments