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Blink

The legendary Blinks are master thieves and pickpockets with a supernatural knack for concealment. Having manifested a portal to a personal demiplane in your hands, you join their ranks as one of the few able to make contraband vanish in the blink of an eye.  

Distortion Shield

When you choose this archetype at 3rd level, you can use a bonus action to focus the disturbances around your hand into a rippling energy disc, which persists as though you were concentrating on a spell. While the disc manifests, you gain a +2 bonus to your AC, and you cannot wield weapons or manipulate other objects in that hand.   In addition, when you or a creature within 10 feet of you is targeted by a ranged attack, you can use your reaction to pull the projectile or spell into your portal. The creature has disadvantage on the attack. If it misses, you pull the projectile into your demiplane. On your next turn, you can use an action to reverse the projectile, making a ranged weapon attack against a target within the original attack's range, as though it originated from you. You are proficient in the attack, and if the attack hits, it deals additional force damage equal to your rogue level. The attack is considered a ranged weapon attack for the purposes of triggering your Sneak Attack.

Palm Portal

Starting at 9th level, the plane within you stabilizes, allowing you to use it with finesse. You can use an action to touch a Medium or smaller object and spirit it away into a demiplane tied to you, that only you can access.   If another creature is wearing or carrying the object, you can use an action to hit the creature with an unarmed strike to take it. You can use your Strength or Dexterity modifier for the attack roll. This attack deals no damage.   You can also use a bonus action to pull a Small or smaller object that you can see 30 feet toward you. If it is less than 30 feet away from you, it flies into your empty hand. If a creature or another object impedes its progress, it stops harmlessly and falls to the ground.   As an action, you can withdraw any object stored inside your demiplane, which can hold a weight no greater than your carrying capacity. At 13th and 17th levels in this class, its capacity doubles.

Pocket Prison

Starting at 13th level, you can store a creature inside your demiplane. You can target a Medium or smaller creature with the unarmed strike from Palm Portal, and if it hits, the creature takes 2d6 force damage and is pulled into your demiplane for the next minute, or until you pull another creature inside. While in the demiplane, the creature is unharmed and takes turns and actions as normal, but it is blinded and deafened until freed.  

Singularity

Beginning at 17th level, you are under the effects of the blink spell whenever you are conscious, unless you choose to suppress it.

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