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Gatecrasher

A gatecrasher is a rogue with a particular affinity with portals. Master improvisers and students of the strange, they serve as explorers, couriers, and information brokers, indulging their insatiable appetite for traveling the planes, and learning everything they can about the multiverse and its inhabitants.

Spellcasting

When you choose this archetype at 3rd level, you gain the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting, and chapter 11 for the sorcerer spell list.   Cantrips. You learn three cantrips: mage hand and two other cantrips of your choice from the sorcerer spell list. You learn another sorcerer cantrip of your choice at 10th level.   Spell Slots. The Gatecrasher Spellcasting table shows how many spell slots you have to cast your gatecrasher spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell jump and have a 1st-level and a 2nd-level spell slot available, you can cast jump using either slot. Gatecrasher Spellcasting
Rogue Cantrips Spells —Spell Slots per Spell Level—
Level Known Known 1st 2nd 3rd 4th
3rd 3 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 3
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1
Spells Known of 1st-Level and Higher. You know three 1st-level gatecrasher spells of your choice. A gatecrasher spell is a spell on the sorcerer spell list, and that comes from the conjuration, divination or transmutation school of magic.
The Spells Known column of the Gatecrasher Spellcasting table shows when you learn more gatecrasher spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic on the sorcerer spell list.
Whenever you gain a level in this class, you can replace one of the gatecrasher spells you know with another gatecrasher spell. The new spell must be of a level for which you have spell slots. If you replace a spell you gained at 8th, 14th, or 20th level from any school of magic, its replacement can also come from any school of magic. Portal Sense. You learn the detect evil and good spell. It is a gatecrasher spell for you, and doesn’t count against your number of spells known. When you cast it, you can sense the presence of extraplanar portals within range.  
Expanding the Gatecrasher Spell List The dimensional anchor, hold portal, mass distortion, metamorphose liquid, Polandara’s petticoat pocket, and reorient spells are also suitable gatecrasher spells.
  Spellcasting Ability. Intelligence is your spellcasting ability for your gatecrasher spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a gatecrasher spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus +
your Intelligence modifier
Spell attack modifier = your proficiency bonus
+ your Intelligence modifier

Quicktunnel

Also at 3rd level, you can quicktunnel, magically creating a brief, personal portal. You can quicktunnel immediately after taking the Disengage action. You can also use your reaction to quicktunnel in response to falling or taking damage. When you quicktunnel, you teleport up to 30 feet away to an unoccupied space you can see. If your movement speed is 0, you cannot quicktunnel.
You can use this feature twice, and regain expended uses when you finish a short or long rest.
You gain additional uses of this feature, and increase the distance you can travel with it as your level increases: 3 times at 5th level (35 feet), 4 times at 11th level (40 feet), and 5 times at 17th level (45 feet).
Once you gain the Uncanny Dodge feature from this class, you can quicktunnel as a part of the same reaction. Once you gain the Evasion feature from this class, when you succeed on a Dexterity saving throw, you can use your reaction to quicktunnel.

Interplanar Knack

At 9th level, you can see through opaque portals as if they were transparent. You also gain the ability to immediately pick up rudimentary phrases in languages you don’t know. The time it takes for you to learn new languages is halved. Through sounds and gestures, you can communicate simple ideas with creatures that speak at least one language.

Oblique Ambush

At 13th level, when you quicktunnel, you create a momentary sensory distractions as you exit. Until the start of your next turn, you have advantage on the first weapon attack you make against a creature within 30 feet of your arrival point.

Quicktunnel Stabilization

At 17th level, you can bring one Medium or smaller creature you can touch with you when you quicktunnel. An unwilling creature makes a Charisma saving throw against your gatecrasher spell save DC. On a failure, they are teleported. A teleported creature appears in an unoccupied space of your choice within 5 feet of your destination.

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