Vanishing Trick Feat

You master an esoteric art of vanishing and leaving something (or someone) behind in your space, swapping positions with them. You gain the following abilities:

Prerequisite: 8th level  
  • Decoy Death. If you would be reduced to 0 hit points as a result of taking damage, you can use Nether Swap as a reaction. When you do so, you instead fall to 1 hit point, with any additional damage beyond what would reduce to 1 hit point being taken by the object you swap places with. You can do this even if you have no use remaining, but once you use it this way you cannot use it in this way again until you complete a long rest. You can only target objects when using it in this way.
  • You gain the Nether Swap special bonus action (below).
  Nether Swap - Active Ability (Bonus Action, Supernatural)  
  • As a bonus action, you swap places with a Small to Large creature or object that is not being worn or carried that you can see within 15 feet of you. If the target is an unwilling creature, it must make a Charisma saving throw against your Mystic Path DC. On a successful save, the ability fails and neither creature is teleported. The maximum distance increases by 5 feet when your proficiency bonus increases (always equaling 5 times your proficiency bonus).
  • Once you use this feature, you cannot use it again until you finish a short or long rest.
Source: KCLL, page 195
Mystic Path Feat Save DC:
  • Any time a mystic path feat requires an ability score modifier for spell attacks or saving throws, use Constitution as the modifier. The DC is calculated as 8 + your Constitution modifier + your proficiency bonus.
  • If your class grants you a spellcasting feature, you can use that ability modifier for calculating spell attack rolls and the DC instead of Constitution.


Cover image: by Yaroslav Golubev

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