Void Jumper

The creatures that are drawn to this roguish archetype all have an ability to see what the rest of us can not. Due to intense study, eldritch gifts or an aberrant bloodline they are able to find and traverse distortions of space-time that allow near-instantaneous transit. Whatever force granted you this ability, you're able to view the world and its challenges with a unique lens.

Void Strike

Starting at 3rd level, you gain the ability to slide through short distance holes in space in order to reappear elsewhere. When you take the dash action, you may instead use the rest of your movement to teleport to an unoccupied space that you can see and does not have total cover within half of your available movement.

In addition at 3rd level, while out of combat you may teleport up to your movement speed to an unoccupied space that you can see and does not have total cover.

At 9th level, the range of your Void Strike abilities double.

At 17th level, you may teleport to any location you can see regardless of cover or distance.

Planar Lore

At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. While within 5 feet of a planar portal, you may make an Arcana (Intelligence) or Religion (Intelligence) check to sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn’t reveal them.

Void Pull

Starting at 9th level, your familiarity with these hidden pathways increases. You are now able to widen the portals you've been using to bring one large or smaller creature within 5 feet of you along when you teleport per turn. At the end of the teleport, they appear 5 feet away from away from you in an unoccupied space. If there are no unoccupied spaces within 5 feet of you, they are not moved from their initial space.

If you attempt to bring an unwilling creature they may make a Dexterity or Strength saving throw equal to 8 + your proficiency bonus + your Intelligence modifier. On a success, they are not moved. While teleporting an unwilling creature you are not able to travel farther than your movement speed.









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Glyph of Returning

Starting at 13th level, you are able to tear open your own portals. You may cast the spell Symbol without material components to place a glyph on an object, with no trigger or effect. While this glyph exists, you may cast the Teleport spell limited only to return to this glyph which is treated as an Associated Object. When you cast this spell, the glyph is removed. Your spell save DC is treated as 8 + your proficiency bonus + your Intelligence modifier. You may use this ability to return to a glyph in another plane, but you must roll a d4. On a 4, you return to the glyph. Otherwise, the DM decides which of the other planes you are shunted to.

If you cast Symbol again while a glyph exists, it ceases to exist.

Master of Pathways

Starting at 17th level, you're now able to effortlessly dip into and out of the portals. Whenever an opponent makes a weapon attack against you and misses, you may use your reaction to teleport to any location you can see and immediately attack a different creature.