
Gatecrasher
Roguish Archetype
Planar Explorers
Gatecrashers use their skills to travel the planes, just as adept at breaking open portals as they are at picking a lock. They make it their business to locate portals and extraplanar creatures, having connects with organizations and people across the multiverse.
Extraplanar Detection
Starting at 3rd level, you gain the ability to detect the presence of extraplanar creatures and portals. You can cast the detect evil and good spell twice with this trait. When cast in this way, the spell also detects planar portals within range.
You regain all expended uses when you finish a short or long rest.
Striker's Gate
At 3rd level, you can dash through a dimensional pocket and strike your foe. As a bonus action, you can mark a creature within 30 feet of you. You then teleport to an unoccupied space within 5 feet of the marked target. Until the end of your turn, you can use your Sneak Attack against the marked target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.
You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Trickster's Gate
At 9th level, you can open a planar rift that lets you and your allies briefly pass through another plane to teleport.
As an action, you can create linked dimensional gates that remain open until the end of your next turn. Choose two unoccupied spaces on the ground that you can see, one space within 10 feet of you and one space within 60 feet of you. A vertical rift, 10 feet all and 5 feet wide, opens in each space.
The gates appear as two-dimensional solid black rectangular doorways, touching the ground and perpendicular to it in the spaces you choose. A gate is visible only from one side (your choice), which is the side that functions as a portal.
Any creature or object entering the gate exits from the other gate as if the two were adjacent to each other; passing through a gate from the nongate side has no effect.
On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn.
Once you use this feature, you can’t do so again until you finish a long rest
Escapist's Gate
At 13th level, you can cast the word of recall spell once per long rest.
When you cast the spell to designate a sanctuary, the casting time of the spell is 1 hour. When you do so, your sanctuary can be any location of your choice.
Boltportal Strike
At 17th level, you can make a weapon attack as part of the bonus action from your Striker's Gate. You make the attack against the marked target immediately after you teleport. This attack deals an additional 3d6 force damage.
Art Credit
Kaya, Bane of the Dead Illustrated by Magali Villeneuve