Wayfarer Rogue

by Dymrael

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Roguish Archetype: Wayfarer

Space Benders

You have awoken the hidden skill and passion of stepping through folds in space. As if precisely cutting the coin sack of an unaware sightseer, Wayfarers can cut open Doorways to infiltrate, escape, maneuver, or attack.

While you can wield these talents playfully, experience and discipline will transform an impressive parlor trickster into a reality bending master. A pirate phasing between ships, an elusive burglar suddenly appearing inside an invaluable vault, or a spell-hunter following a wizard through dimensions are all possible destinies for a Wayfarer Rogue.

Two-way ticket

3rd level Wayfarer feature


When you choose this archetype at 3rd level, you can use your bonus action to create a visible but intangible rift in space called a Doorway in an unoccupied space that you can see within 30 feet of you. As a part of the same bonus action, you can switch places with the Doorway. On subsequent turns, you can use your bonus action to switch places with a Doorway. If the Doorway's space is occupied, you appear in the closest unoccupied space.

A Doorway lasts for a minute, unless you dismiss it earlier as a free action. You can have only one active Doorway; if you attempt to create another, the first one vanishes. If you're ever more than 120 feet away from a Doorway, it vanishes. Once you've switched places twice with a Doorway, it vanishes.

You can make attacks through Doorways as if you were standing in their space. When attacking this way, you use your sneak attack, with an extra 1d6 force damage. You can do this special attack a number of times equal to your Wisdom modifier (minimum of 1), and regain all uses when you finish a long rest.

The extra force damage increases to 2d6 when you reach 10th level in this class, and again to 3d6 when you reach 17th level in this class.

Travelling sight

3rd level Wayfarer feature


You gain the ability to see into the Ethereal plane at will. Additionally, you automatically detect traces of any teleportation magic that has been active in the last 24 hours. This gives you no further information.

As an action, you can focus on a trace of teleportation magic and make an Insight check against the caster's Spell save DC to spy into and through it. On a success, you create an invisible sensor at the teleport's destination that lasts for up to one minute. You can see through the sensor as if you were there. If the destination is in the same plane of existence as you, you learn its approximate distance and direction from your position. If it's on another plane, you learn which plane it is only if you have already travelled to it.

Once you've used this action, you can't do so again until you finish a long rest.

Phasing trap

9th level Wayfarer feature


When you use your Uncanny Dodge, you can teleport up to 15 feet to an unoccupied space you can see. If the trigger was a melee attack, the attacker must succeed on a Strength saving throw or get caught in a faulty portal you leave behind, reducing their speed to 0 until the start of their next turn.

This and other Wayfarer features might force a creature to make a saving throw to resist the feature's effect. Those saving throws' DC is calculated as follows:

Wayfarer save DC = 8 + your proficiency bonus + your Wisdom modifier.

Crossing Paths

13th level Wayfarer feature


You can now have up to two active Doorways, and no longer need to see the space where they will appear.

While both your Doorways are active within 60 feet of one another, they are connected and:

  • The space surrounding one is visible when looking at the other, as if looking through a spherical window.

  • Creatures within 5 feet of one can attempt to step through it into the other, spending 5 feet of movement, and appearing in the space of the other Doorway, or the nearest unoccupied space if that space is occupied. You can freely allow or deny passage over this connection. When a creature attempts to go through and is denied passage, they must succeed on a Strength saving throw or be unable to do so until the start of their next turn.

Exalt Dimensions

17th level Wayfarer feature


Once per long rest, you can as an action overcharge the extraspatial power of your Doorways. Choose one of these two effects:

  • Exalt Dimensions: Collapse. All creatures within 10 feet of a Doorway must make a Charisma saving throw. On a failure, they take 6d6 force damage and are teleported together to a point you choose within 500 feet, or the nearest unoccupied space if that space is occupied. On a success, the damage is halved and they are not teleported.
     If a creature is within the area of two Doorways, the effect is combined: they make only one saving throw with disadvantage, and the damage increases to 9d6.
     Once you use this feature, your power is drained, and you become unable to create Doorways until you finish a short or long rest.

  • Exalt Dimensions: Open. All willing creatures of your choice within 5 feet of a Doorway are teleported to a place you decide and have seen before.

 

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