When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Starting at 2nd level, when you select this archtype you gain one of the following fighting styles.

Starting at 1st level, You are able to use your quick analitical prowess to guide your strikes at your targets weakest points. When attacking with a one-handed melee weapon that you are proficient with, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. In addition, weapons you currently wield count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.

Starting at 1st level, you gain the ability to step between the planes in a blink of an eye. You can teleport up to 15 feet as a bonus action. You must be able to see the destination of the teleportation.

You start with the following equipment, in addition to the equipment granted by your background:

Improved Critical

Beginning at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Elemental Boon

Starting at 5th level, when you hit a creature with a melee weapon attack you select one damage type, Fire, Acid, Lightning, Cold, Thunder. The attack deals 2d8 damage of the selected type in addition to the weapons damage. This damage increases by 1d8 when you reach 11th level (3d8), and 17th level (4d8)

Swordsman Versitility

Starting at 6th level, you are adept in using all parts of of a sword to your advantage, from the peircing tip, all along the slashing edge to the bludgeoning pommel. When making an attack with a knife, Shortsword, Longsword, Scimitar or Rapier you can choose the damage type from the following selection. Bludgeoning, Slashing or Piercing.

Dimension Magic.

Starting at 6th level, you learn the 3rd level Blink spell and gain two 3rd level spell slots.

As you progress through this class, you lean additional spells at 9th, 14th and 17th level.

At 9th level, You learn the 4th level Dimension Door Spell and the 4th level Banishment Spell, You also gain two 4th level spell slots.

At 14th level, you learn the 7th level Plain Shift spell and gain one 7th level spell slot.

at 17th level, you learn the 9th level Gate spell and gain one 9th level spell slot.

Evasion

You regain your spell slots at the end of a long rest.

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Blink Strike

At 11th level, You have perfectly married your blinking with your combat prowess. When you use the Attack action, you can teleport up to 15 feet before your attack. You must be able to see the destination of the teleportation. After using this ability, you can teleport up to an additional 15 feet and make a second attack against a different target as part of the same action.

Otherworldly Languages

At 13th level, You understanding of other plains and the Creatures that inhabit those plains has enabled you to learn all languages, You can read, write speak and understand all languages.

Improved Blink

At 15th level, the range of your blink ability increases by 15 feet. using your blink feature you can now teleport 30 feat.

Superior Critical

Starting at 18th level, your weapon attacks score a critical hit on a roll of 18–20.

Vorpal Strike

Whenever you score a critical hit with either a dagger, shortsword, longsword, scimitar or rapier against a creature that has at least one head, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.