D&D General I Just Want To Teleport and Stab Things

And Shadow Monk.
RIght. Though that's level 6, and still has some limitations.

One more point for the Cartographer though, they can teleport twice each turn.
10' in, stab, 10' away.
Or maybe 30' to an ally, 10' to an enemy, and stab.
3 times with the boots, and/or Misty Step
A rpgue subclass that only gets a teleport at level 3 can afford to just be misty step at will.
Well... True. Since it obsolete cunning action, then your effectively spending 2 levels on it. So that's probably fine.

Rogue Subclass: Blink Blade
The Blink Blade is a master of spatial displacement, a combatant who views distance as a mere suggestion rather than a physical law. While other rogues rely on hiding behind tapestries or lurking in corners, you exist in the "in-between." By fracturing your presence across the battlefield, you become a flickering ghost of steel—disappearing from a predator's reach only to reappear as the killing blow at their back.

Level 3:
Blink Step: You can teleport as a bonus action at-will. The distance is equal to 5 feet per sneak attack die you have. (10' up to 50').
Sudden Stab: If you end any teleport adjacent to a creature, you gain advantage on your next melee attack against it before the start of your next turn.

Level 9:
Instinctive Step: When you use your Uncanny Dodge feature, you may immediately teleport 15 feet as part of that same reaction.
Long Step: You can cast Dimension Door once per short rest.

Level 13:
Teleport Control: You are a master of travel, always going where you want. Whenever an effect would teleport you (including hostile spells or forced portals), you choose the ending location within the effect's range.
Chain Strike: You can cast Steel Wind Strike once per short rest, increasing the damage to a number of D10's equal to your sneak attack dice (7d10 at level 13). You can also use Cunning Stikes with those dice. Dexterity is your spell casting modifier.

Level 17:
Perpetual Step: You no longer walk; you simply arrive. Whenever you would move for any reason—including forced movement—you can choose to teleport that same distance instead.
True Teleport: You can cast Teleport once per long rest, but you can only target yourself.
 
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Probably shouldn't be actual "Misty Step" since that could stack with multiclassing (i.e. Archfey).

But I think bonus action teleport 15' + advantage is good for level 3.
 


My suggestion earlier with the homebrew needs clarity.

The Quick Step is a shorter Misty Step early in the game that then grows to longer distances
Yea. Remove "Misty Step", replaced with...

Blink Step: You can teleport as a bonus action at-will. The distance is equal to 5 feet per sneak attack die you have. (10' up to 50').

+ advantage as before.
 

RIght. Though that's level 6, and still has some limitations.
Yep, which is why it isn't what I want. Well, that and that it is doing too much and thus has the annoying limitation of darkness to darkness jumping. Even just "a space within 5ft of a shadow" would be workable, since most of the time it would be pretty free but still not completely unrestricted. But actually unrestricted, not advantage, and 30 feet rather than 60, would be better.
One more point for the Cartographer though, they can teleport twice each turn.
10' in, stab, 10' away.
Or maybe 30' to an ally, 10' to an enemy, and stab.
3 times with the boots, and/or Misty Step
Sure, but tbh 10ft teleports just aren't all that compelling, and teleporting to an ally only really makes sense as a support character, which is not at all the goal. Add to that the fact that Artificers aren't very good with weapons unless your subclass focuses on it....
Well... True. Since it obsolete cunning action, then your effectively spending 2 levels on it. So that's probably fine.

Rogue Subclass: Blink Blade
The Blink Blade is a master of spatial displacement, a combatant who views distance as a mere suggestion rather than a physical law. While other rogues rely on hiding behind tapestries or lurking in corners, you exist in the "in-between." By fracturing your presence across the battlefield, you become a flickering ghost of steel—disappearing from a predator's reach only to reappear as the killing blow at their back.

Level 3: Spatial Initiation
You begin to master the art of the "short-jump," using it to bypass defenses and overwhelm your foes.
Sudden Stab: Your reappearance is so jarring that it leaves enemies wide open. If you end any teleport adjacent to a creature, you gain advantage on your next melee attack against it before the start of your next turn.
Blink Step: You can cast Misty Step at-will, but the distance is limited to 15 feet. Dexterity is your spellcasting ability for this and all other subclass features.

Level 9: Master of the Fold
Your control over space deepens, allowing you to move through the world without a sound or a trace.
Long Step: Your Blink Step distance increases to 30 feet. Additionally, it no longer requires a verbal component and does not break the Hidden condition.
Solo Gate: You can cast Dimension Door once per short rest, but you can only target yourself.

Level 13: Reactive Displacement
Teleportation is no longer an action you take; it is a reflex of your very soul.
Instinctive Step: When you use your Uncanny Dodge feature, you may immediately teleport 15 feet as part of that same reaction.
Teleport Control: You are a master of momentum. Whenever an effect would teleport you (including hostile spells or forced portals), you choose the ending location within the effect's range.
Chain Strike: You can harness your momentum to strike multiple foes at once. You can cast Steel Wind Strike once per short rest. You can use Cunning Stikes with this spell, spending the d10's in place of sneak attack dice.

Level 17: Sovereign of Space
You have become a permanent anomaly in reality. You no longer walk; you simply arrive.
Perpetual Step: You have transcended mundane movement. Whenever you would move for any reason—including your normal movement speed, the Withdrawal Cunning Strike, or even forced movement—you can choose to teleport that same distance instead.
True Teleport: You can cast Teleport once per long rest, but you can only target yourself.
I like that a lot. I would change the advantage after teleporting to match other rogue subclasses and just be "you can use sneak attack against a target you teleport next to, even if you don't have advantage", and loosen up the teleport a little bit more.

I genuinely don't see why no just have it be that you can teleport up to your speed as a bonus action. Then, if you dash as your action it is 60ft, but you're sacrificing your action so that will only happen out of combat.

Then at high level you can teleport as a bonus action, as a reaction when you use uncanny dodge, or as an action, or use your action to make your other teleports cover more distance.

I see no reason for the level 17 feature to only target you, btw. It's the capstone, and it's such high level that any official subclass that gave a spell that level at level 17 would just give it, no extra restrictions on the spell itself.
 

Yep, which is why it isn't what I want. Well, that and that it is doing too much and thus has the annoying limitation of darkness to darkness jumping. Even just "a space within 5ft of a shadow" would be workable, since most of the time it would be pretty free but still not completely unrestricted. But actually unrestricted, not advantage, and 30 feet rather than 60, would be better.

Sure, but tbh 10ft teleports just aren't all that compelling, and teleporting to an ally only really makes sense as a support character, which is not at all the goal. Add to that the fact that Artificers aren't very good with weapons unless your subclass focuses on it....

I like that a lot. I would change the advantage after teleporting to match other rogue subclasses and just be "you can use sneak attack against a target you teleport next to, even if you don't have advantage", and loosen up the teleport a little bit more.

I genuinely don't see why no just have it be that you can teleport up to your speed as a bonus action. Then, if you dash as your action it is 60ft, but you're sacrificing your action so that will only happen out of combat.

Then at high level you can teleport as a bonus action, as a reaction when you use uncanny dodge, or as an action, or use your action to make your other teleports cover more distance.

I see no reason for the level 17 feature to only target you, btw. It's the capstone, and it's such high level that any official subclass that gave a spell that level at level 17 would just give it, no extra restrictions on the spell itself.
I still think you'd want your teleport as a reaction. Making it a bonus action takes away so much of what the Rogue can do
 

I like that a lot. I would change the advantage after teleporting to match other rogue subclasses and just be "you can use sneak attack against a target you teleport next to, even if you don't have advantage", and loosen up the teleport a little bit more.

I genuinely don't see why no just have it be that you can teleport up to your speed as a bonus action. Then, if you dash as your action it is 60ft, but you're sacrificing your action so that will only happen out of combat.
Sure. Remove advantage and make it 30' sounds good.
I see no reason for the level 17 feature to only target you, btw. It's the capstone, and it's such high level that any official subclass that gave a spell that level at level 17 would just give it, no extra restrictions on the spell itself.
Fair.
I'd rather start under powered, make sure it does everything, then buff the numbers if needed.
 


Rogue Subclass: Blink Blade

The Blink Blade is a master of spatial displacement, a combatant who views distance as a mere suggestion rather than a physical law. While other rogues rely on hiding behind tapestries or lurking in corners, you exist in the "in-between." By fracturing your presence across the battlefield, you become a flickering ghost of steel—disappearing from a predator's reach only to reappear as the killing blow at their back.


Level 3:
Blink Step: You can teleport 30' a bonus action at-will. This distance increases to 40' at level 9, 50' at level 13, and 60' at level 17.
Sudden Stab: If you end any teleport adjacent to a creature, they qualify for sneak attack until the end of your turn.

Level 9:
Instinctive Step: When you use your Uncanny Dodge feature, you may immediately teleport 15 feet as part of that same reaction.
Long Step: You can cast Dimension Door once per short rest.

Level 13:
Teleport Control: You always go where you want. Whenever an effect would teleport you (including hostile spells or random effects), you choose the ending location within the effect's range.
Chain Strike: You can cast Steel Wind Strike once per short rest, increasing the damage to a number of D10's equal to your sneak attack dice (7d10 at level 13). You can also use Cunning Stikes using those dice. Dexterity is your spell casting modifier.

Level 17:
Perpetual Step: You no longer walk; you simply arrive. Whenever you would move for any reason—including forced movement—you can choose to teleport that same distance instead.
True Teleport: You can cast Teleport once per long rest.



Also debating weather/where to add...

You gain the following Cunning Strike option
Shunt: (xd6): Teleport the target 5' for each sneak attack dice you spent. If the target is willing, you can shunt them without dealing damage.
 

I still think you'd want your teleport as a reaction. Making it a bonus action takes away so much of what the Rogue can do

Sure. Remove advantage and make it 30' sounds good.

Fair.
I'd rather start under powered, make sure it does everything, then buff the numbers if needed.
Yeah, honestly the issue of what comes in at 3 and what comes later is the main argument against using the rogue for the concept. Waiting until 9 just kinda....sucks. I wish they have changed the subclass progression for rogues.

But I think 10ft times half rogue level, rounded up, sneak attack applicability rather than advantage, is good. Or maybe let it use your movement, so that your ability ot dash as a bonus action is complimentary rather than in conflict with it.

So like, you can use any amount of your movement speed to teleport than many feet, and you can make one weapon attack as a bonus action. At level 9, you have advantage on the next attack or hide check you make after you teleport.

The BA attack might be too much, but it feels right so IDK. maybe it needs to wait until level nine.

Also, while my desire is a melee combatant, a subclass that only works in melee probably isn't good. So, if you attack a creature within 30ft of where your teleport ends, you can sneak attack them without advantage. Then at level 9, you can also teleport when you use Uncanny Dodge, and whenever you teleport you can hide or attack as part of the same reaction, or as a bonus action.
 

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