RoGuISH ARCHETYPE: WAYFARER
SPACE BENDERS
You have awoken the hidden skill and passion of stepping
through folds in space. As ifprecisely cutting the coin sack of
an unaware sightscer, Wayfarers can cut open Doorway 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. pirate phasing between ships, an
elusive burglar suddenly appearing inside an invaluable vault,
ora spell-hunter following a wizard through dimensions are
all possible destinies for a Waylarer Rogue.
‘TWO-WAY TICKET
3rd level Wayfarer feature
‘When you choose this archetype at 3rd level, you can use your
bonis 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. Asa part ofthe 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. Ifthe 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 frst one vanishes. Ifyoulre ever
more than 120 fect 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 lass,
‘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.
‘Asan 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
uup to one minute. You can see through the sensor as if you
‘were there. Ifthe destination isin the same plane of
existence as you, you learn its approximate distance and
direction from your position. I's on another plane, you
learn which plane its 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 feature, you can teleport
upto 15 feet to an unoccupied space you can see. Ifthe
trigger was a melee attack, the attacker must make a
Strength saving throw or be ensnared by a faulty rift in space
you leave behind, whereby their speed is reduced to O until
the start oftheir next tur.
‘This and other Wayfarer features might force a creature to
make a saving throw to resist the features 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 iflooking through a spherical window.
‘+ Creatures can can attempt to step through one into the
other as part of their movement. You can freely allaw 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 s0
until the start of their next turn,
EXALT DIMENSIONS
17th level Wayfarer feature
Once per long rest, you ean as an action overcharge the
extraspatial power of your Doorways, Choose one of these
wo effects:
‘+ Exalt Dimensions: Collapse. Every creature within 10
feet ofa Doorway must make a Charisma saving throw.
On a failed save, they take 6d6 force damage and are
{eleported together to a point you choose within 500 feet,
appearing on the nearest unoccupied space if that space is
occupied. On a successful save, they take half of the
damage and are not teleported
Ifa 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 946,
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 ofa Doorway are teleported to a place
you have seen before.THIS DOCUMENT WAS LOVINGLY CREATED
USING GM BINDER,
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