Class Features

Hit points Hit Dice: 1d8 per Portal Slinger level

Hit Points at First Level: 8+constitution modifier Hit Points at Higher Levels: 1d8(or 5) + constitution modifier per Portal Slinger level after your 1st

Proficiencies Armor: Light Weapons: Simple Weapons, Martial Weapons Tools: None Saving Throws: Strength, Dexterity *Skills: Choose two from Acrobatics, Athletics, Arcana, Stealth, Performance, and Survival

Equipment You start with the following equipment, in addition to that granted by your background: Any simple weapon and a shield or any martial weapon

Leather armor

A dungeoneer's pack or an explorers pack

Fused Weapon At first level, you may select a one handed weapon you own, and designate it your fused weapon. This weapon upon selection disappears into a portal, and an insignia appears on the palm of your hand. You can cause the weapon to appear or disappear from your grasp as a bonus action as it emerges or returns through the portal created on your palm. This weapon gains a +2 to hit, while attacking with any non-fused weapon incurs a -2 to hit penalty. You may reassign a fused weapon on a long rest, but no more than once a week.

Alacritous Movement Starting at second level, your body has become more attuned to the use of portals for utility. While not wearing footwear you create small areas of force under the soles of your feet. Your speed increases by 10 feet, you can fall 10 feet without damage, and may use acrobatics rather than athletics for jump checks.

Port Focus When you reach 3rd level, you align your control over portals into one specific focus: Brawler, Elementalist, or Controller. All options are detailed at the end of the class description. Your focus grants you features at 3rd level, as well as 6th, 10th an 14th levels.

TransPortal Starting at 5th level you gain 4 TransPortal charges. You may expend a charge to place a 5 foot portal on any flat surface you touch such as a wall, sheer cliff face, or floor. You may have two of these portals operating at any given time. These portals last one hour, and any object or creature that willingly moves through one portal appears out of the other one if the immediate arrival space is empty. These portals can be dismissed early either at will, or if the user moves 250 feet away from the closest portal. If a third charge is spent to place a portal, the first portal placed is automatically dismissed. This feature gains increased utility at 11th and 18th levels.

Counter Portals You have become more confident in your ability to generate small portals, even under the pressure of combat, and can now attempt to redirect an opponents attack through a portal and back towards themselves. Starting at 7th level, when an enemy makes a melee attack against you, you may use your reaction to impose disadvantage on the attack. Should this attack miss, the attacker rolls damage as if the attack hit, and deals damage to themselves instead, as their attack passes through a portal where you would have been hit and comes out another portal directed back towards themselves. You can attempt a counter an amount of times equal to your wisdom modifier. You regain all charges on a long rest.

ComBlink Starting 9th level, you understand movement in combat has its downfalls, so you craftily utilise your portals to overcome this hurdle. In combat, in lieu of moving you may create a portal below your feet, and another at any point within your move speed, falling in the first and appearing out the second. This does not provoke opportunity attacks, ignores difficult terrain, and may be used vertically.

Pack Force Starting at 13th level, you are no longer affected by carry weight for objects in your bags/pockets. You also gain advantage on checks to lift or carry heavy objects such as a boulder or log.