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Planar Bandit (Homebrew)


Hit Points

Hit Dice: d4 per Planar Bandit (Homebrew) level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
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Saving Throws:
Skills:

Overview & Creation

The planes are imperfect, and you know exactly where to find their flaws. Planar bandits see the faults in reality that no one else does and slip right through them. You join the ranks of the most adventurous of explorers, the most traveled of nomads, and the grandest of thieves.

Planar Slip

At third level, you begin to find rends in the fabric of the planes, slips in the structure of the multiverse. You can use a bonus action to create two rifts, one on a surface within your space and one on a surface that you can see within 30 feet of you. An unstable portal bridges the distance between the two. The rifts are no more than a foot across and last until the end of your turn. A creature next to one rift is considered to be next to the other rift. Anything put through one rift emerges through the other. You may only have one Planar Slip open at a time. You have advantage on Sleight of Hand checks performed through a Planar Slip.  

Slip Sneak

At ninth level, you master using your portal legerdemain to catch foes unaware. You gain the benefits of Sneak Attack when you make an attack against a creature through a Planar Slip if you do not have disadvantage.  

Dimensional Detention

Also at ninth level, you begin to harness the latent energies of these slips, briefly blinking your enemies out of existence. If you have advantage on an attack made through a Planar Slip and both rolls would hit, you may temporarily banish the creature to a harmless demiplane, hurtling them through a planar fault. While banished, the creature has a speed of 0 and is incapacitated. At the end of its next turn, the creature reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. A creature banished in this way is immune to your Dimensional Detention for the next 24 hours.  

Slipwalker

At thirteenth level, your creation of these faults is second nature, your every movement in sync with the beat of the plane. The rifts of your Planar Slip no longer require a surface and can be up to 10 feet across. If you move through a Planar Slip, your first attack that hits that turn may still gain the benefits of Slip Sneak and Dimensional Detention.  

Slip Shroud

At seventeenth level, you become one with the plane around you, wearing it around yourself like an obscuring cloak. When you first move through a Planar Slip on your turn, you become invisible until the start of your next turn. You become visible after you attack or cast a spelL


Created by

CrisisUnbound.

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