Improved Thaumaturge Mirror
Reach Mirror or Feat 1
| Flourish | Magical | Manipulate | Spellshape |
|---|
When you create a mirror duplicate, you may extend the range at which it is made. If the next action you use is Mirror's Reflection, you may increase the range which it may be created by 30 feet.
You may use this activity as a Free Action if you make a DC 11 Flat Check the next time you use Mirror's Reflection. On a fail, your Mirror is instead created 10 feet away from the intended location in a space your GM decides. This space cannot be in another object or creature, though can be in the air.
You may not use Reach Mirror while Immobilized.
Design Philosophy
This feat was used to grant more mobility to what is normally a very stuck-in-place martial. Working similarly to meta-magic, the ability simply modifies an existing action, making it, in effect, a 2-action stride.
What differs from actually being a stride is that, on top of the movement benefit, it allows for a character to use their melee attacks in a fairly wide berth, rather than just 15 feet. While this does eliminate the potential for self-flanking, it does help improve reach, and thus mobility! The downside, however, is that because it is 2 actions, I cannot use it, then attack, then stride, so I am in the middle of a place I do not want to be, and will likely absorb a lot of attacks. While not the end of the world, it is also not a get out jail free card. I could, of course, stride twice instead of this (going 5 feet further than I could with this) but this offers some other possiblities.
The second paragraph offers a solution I thought would be interesting, allowing the 2-action mirror to become just 1, at the cost of a 50/50 risk of misplacing myself and likely being in a worse situation.
The traits I gave it are also important. Spellshape dictates a small handful of counters and eliminates some abuse cases, while Magical is kinda a given. Manipulate, on the other hand, allows any creature with a Opportunity Attack reaction to get their licks in. Flourish means I can only do it once, and not stack movements! I think they help add in some balance which may not be apparent. The fact it cannot be used while Immobilized prevents it from cheesing Grapples, and when restrained.
Reflavoured 'Fly' Feat Tree - Fetchling Teleport
Blink Feat 1
Frequency: Once per Round
| Fetchling | Manipulate | Magical | Teleportation |
|---|
You can disappear in one place, then reappear nearby. You teleport to a space within 15 feet of you that you can see. You may not use this activity if you are Immobilized.
Far Step Feat 5
Prerequisites: Blink
Your knowledge of the universe energizes your step between the planes, allowing you to teleport farther. The distance you may move from Blink increases to 25 feet, or 35 feet if you and your destination are not in bright light.
Cosmic Jump Feat 9
Prerequisites: Far Step
Having come to see the fraying strands of reality in every step, you may step betwen these cracks at any time. Blink may now be used at-will, rather than once per round. You may also now use it while Immobilized.
Special. You can take this feat a second time. The distance you may move from Blink increases to 35 feet normally, or 45 feet when not in bright light.
Design Philosophy
These feats were directly based on similar ones that granted flight instead of teleportation. I am of the mind that they are similar due to the common range of motion offered by each, and the fact that this triggers just as many reactions, as well as being unable to cheese grapples. Similar to above, they offer minor utility in place of just striding, and can scale. Finally, a Mirror Thaumaturge can telepot 15 feet in a turn, which this similarly accomplishes.
Alternate Lightning Dash + Kineticist Dedication
Lightning Blink Feat 2
| Air | Electricity | Impulse | Kiteticist |
|---|
| Manipulate | Move | Primal | Teleportation |
|---|
You ride the invisible waves of electricity, instantly transporting yourself from one point to another. You teleport to a space within 30 feet of you. Draw a line between the space you left and the one you currently occupy. Each creature you move through takes 3d4 electricity damage with a basic Reflex save against your class DC. If you're in the air, you fall unless you have a fly Speed.
Level (+2): The distance you can teleport increases by 5 feet, and the damage increases by 1d4.
Design Philosophy
Taken from a 4th level feat, the level was reduced by 2 to be more accessible to a wider range of characters. It's damage was halved, while its range left alone. It also added the teleport trait, to add to the aesthetic.
The redone Dedication is largely the same, however it strips away the blast attacks and Nature proficiency given. For this, I added a first or second level impulse feat. It was designed to give more variety to a class known for it, and to help customize characters who multiclass into it, plus give the teleport earlier on for multiclasses.
Kiteticist Dedication Feat 2
Archetype: Kiteticist
Class: Kiteticist
Prerequisites: Constitution +2
| Archetype | Dedication | Multiclass |
|---|
You become trained in kineticist class DC and impulse attack rolls. Choose one element to be your kinetic element (air, earth, fire, metal, water, or wood). You gain a kinetic aura and the Channel Elements action, though you don't get to use an Elemental Blast or stance impulse when you take that action. You gain a single 1st- or 2nd-level kineticist impulse feat belonging to your kinetic element.
Infinite Psi Cantrip Amp
Infinite Mindscape Feat 4
| Manipulate | Occult | Psychic | Spellshape |
|---|
Choose one Psi Cantrip which is granted by your Conscious mind. (Tesseract Tunnel and Warp Step) If your next activity is spent to cast that spell, and it has a casting time less than 3 actions, you may gain the benefit of its amp effect for that casting without spending a focus point.
Special: You may select this feat multiple times, choosing a different Psy Cantrip each time.
Unfettered Leap to Feat 8
Frequency: Once per Round
Prerequisite: Unbound Step conscious Mind
| Manipulate | Psychic | Occult | Teleportation |
|---|
You have learned to bend space easily, warping with a thought, despite the risks. You gain the benefits of a Warp Step casting that has been amped, teleporting to a space within range.
If you spent three actions for this activity, the spell simply takes place and you teleport to the location.
If you only used one or two actions for the activity, instead make a flat check. The DC for this check is 7 if you spent two actions, or 13 if you spent one. On a failure, roll a d4 and consult the table below. You teleport up to your distance, and the result immediately takes place.
| d4 | Result |
|---|---|
| 1 | Your teleport goes arwy. You teleport to a space up to 15 feet away from your intended destination. It cannot be inside another creature's space or an object. |
| 2 | The ordeal exhausts you. You cannot use Unfettered Leap again for 1d4 rounds. |
| 3 | Seeing something incomprehensible between the realms, your mind reels. You become stupefied 2. The condition is reduced by 1 each round. |
| 4 | Off kilter from the miscalculated leap, you are flat-footed against all attacks until your next turn. |
Design Philosophy
These feats are notably less balanced than the previous ones, designed around the Unbound Step subclass, which is considered rather weak. The idea is that, by increasing the action tax, it becomes harder to abuse the feats and leave a character just moving around, giving them moe control yet less direct influence. The second feat was made as a more dynamic, chaotic interpretation.
Portalist Archetype
Transplanar Wanderer Feat 4
Archetype: Transplanar Wanderer
Prerequisites: Expert in Occult
| Archetype | Dedication | Occult |
|---|
You see the cracks in the world's weave, slipping through the faults to blink from one space to another. As you develop these powers, you learn to bring not only yourself through these cracks, but your allies and enemies too. You gain the Blink Step activity.
Blink Step
| Manipulate | Move | Occult | Teleportation |
|---|
Teleport to a space within 30 feet of you that you can see. If this would bring another creature with you - even if you're carrying it in an extradimensional container - the action is lost. If you teleport to a space that is within reach of a creature, it is flat-footed against your next attack until the end of your turn.
Portal Legermain Feat 6
Archetype: Transplanar Wanderer
Prerequisites: Transplanar Wanderer Dedication
| Archetype | Manipulate | Occult | Teleportation |
|---|
You turn your portalist persuits to the less than legal. The range at which you can attempt to Palm an Object, Steal or Pick a Lock increases to 30 feet if it was not already higher, as you summon small portals to access your target. You have a +1 circumstance bonus to concealing thievery activities while using these portals.
Astral Sidestep or Feat 6
Archetype: Transplanar Wanderer
Prerequisites: Transplanar Wanderer Dedication
| Archetype | Manipulate | Occult | Teleportation |
|---|
Learning to not only slip through the cracks in reality, you can now tear open gates for others to cross. You open two portals, shimmering disks which hover in the air and show the connecting space. Create one within your space, and the other in a space within 20 feet of you that you can see. While within reach of one of the portals, a creature can spend 10 feet of their movement to instantly appear at the other.
If you spent 2 actions on this activity, the portals close at the end of your turn. If, however, three actions were spent on Astral Sidestep, they remain open until the start of your next turn.
Distant Placement Feat 8
Archetype: Transplanar Wanderer
Prerequisites: Astral Sidestep
| Archetype |
|---|
Your skill with utilizing the flaws in the universe grows bolder still. The range you can teleport with Blink Step increases to 45 feet. The distance at which you can place your second portal with Astral Sidestep inncreases to 30 feet. If you have the Portal Legermain feat, its range increases to 60 feet, and the circumstance bonus to hiding your actions to +2.
Special. You may select this feat multiple times. If you do, you may place both portals from Astral Sidestep, not just one, anywhere within range.
Hurried Blink Feat 8
Archetype: Transplanar Wanderer
Prerequisites: Astral Sidestep
Trigger: You are hit by a melee attack which you can see
Frequency: Once per minute
| Archetype | Manipulate | Occult | Teleportation |
|---|
Working on pure instinct, you quickly dodge out of the way of an almost-lethal blow. You take only half damage from the inciting attack, rounded up. You then teleport up to 10 feet to an empty space which you can see.
Touch of Aether Feat 10
Archetype: Transplanar Wanderer
Prerequisites: Astral Sidestep
| Archetype | Manipulate | Occult | Teleportation |
|---|
You pluck another to appear nearby, whether to perform your harm or help. Choose a creature within 30 feet of you. They attempt a basic reflex save against your class DC. On a success, nothing happens, while on a critical success you are flat-footed against all attacks until your next turn as you lose focus. If they fail, however, the creature is teleported to a space within your reach. They also become flat-footed against your next attack until the start of your next turn on a critical failure. A creature may choose to automatically fail this saving throw.
Fade Out Feat 12
Archetype: Transplanar Wanderer
Prerequisites: Transplanar Wanderer Dedication
| Archetype |
|---|
When you use Blink Step, you may become invisible until the start of your next turn. The invisibility immediately ends if you take an action or reaction besides Sneak, Stride or Step.
Quick Jaunt Feat 12
Archetype: Transplanar Wanderer
Prerequisites: Transplanar Wanderer Dedication
Frequency: Once per Round
| Archetype | Manipulate | Occult | Teleportation |
|---|
You can now briefly step between the realms, moving faster than ever. You teleport up to your speed to an empty space you can see.
Far Jump Feat 14
Archetype: Transplanar Wanderer
Prerequisites: Astral Sidestep
Frequency: Once per Day
| Archetype | Manipulate | Occult | Teleportation |
|---|
Covering a vast distance without touching anything in between, you and yours can move without ever needing to travel. You spend 10 minutes mediating on the universe, searching for the best rift to travel through. At the end of this time, you open two portals, each able to fit a medium sized creature. One portal opens in your space, and the other in a space within 1 mile. You don't need to be able to see your destination, as long as you have been there in the past and know its relative location and distance from you. The portals remain open for 1 minute, but can be dismissed at any time. A creature may spend 10 feet of movement to travel from one portal to the other instantly.
Level (+2). The range increases by 1 mile.
Blink Back Feat 14
Archetype: Transplanar Wanderer
Prerequisites: Transplanar Wanderer Dedication
| Archetype | Manipulate | Occult | Teleportation |
|---|
You may spend one action to draw a small symbol on another object in chalk or some other writing instrument. When you do, the object is marked. Only one object may be marked at a time. Subsequently, you may spend 2 actions to teleport to the object, appearing within an empty space no more than 5 feet from it. The object then loses its mark. If you are more than a mile from your marked object, or there is no empty space available, you cannot teleport and the actions are wasted.
Art Credits
Echo Knight - Stephanie Woodward
Vanya, Fetchling Witch - Kristóf Dombóvári
Kineticist - korborau
Female Psychic - Fantasy TTRPG Pics
Narset, Parter of Viels - Magali Villeneuve
Thank you everybody who offered help and inspiration for this document, I appreciate it!