Walker (5e Class)

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Walker[edit]

Time and space bend to the will of a Walker — warriors who have mastered the arcane art of teleportation through intricate runes and pure instinct. More than simple spellcasters, Walkers blend blade and blink in perfect harmony, vanishing from one side of the battlefield and appearing at another in a flash of force and steel. To witness a Walker in combat is to see a dance of movement, magic, and momentum — their enemies never quite know where the next strike will come from.

Not all who study teleportation can become Walkers. The path requires not only a sharp mind and quicker reflexes, but also the intuition to read the battlefield in fractions of a second. Walkers leave no footprints, only echoes of where they’ve been and warnings of where they might strike next.

Prerequisites[edit]

In order to become a skirmisher, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class):

  • Proficiency in the Dexterity saving throws.' Walkers rely on speed and agility to react in the blink of an eye.
  • Charisma 13 or higher. Their teleportation magic is powered as much by will and force of presence as arcane formulae.
  • Ability to cast at least one teleportation-related spell. such as misty step, dimension door, or thunder step

This ensures the character has some magical affinity for spatial manipulation.

  • 5th-level or higher Only highly skilled adventurers succeed in becoming Walkers.

Class Features[edit]

As a Walker you gain the following class features.

Hit Points

Hit Dice: 1d8 per Walker level
Hit Points per Level: 1d8 (or 5) + Constitution modifier per Walker level

Proficiencies

Tools: None
Saving Throws: None
Skills: None

Level Proficiency
Bonus
Features Dimensional Strike
1st Blink Rune -
2nd Trace, Dimensional Strike +1d6
3rd Flash +1d6
4th Runic Weapon +2d6
5th Planar Flurry +2d6
6th Blink Improvement +3d6
7th Splice +3d6
8th Flicker +4d6
9th Warp +4d6
10th Fracture +5d6

Blink Rune[edit]

At 1st level, you gain the ability to teleport. As a bonus action, you can create a teleporting rune in an unoccupied space you can see within 60 feet. You can only have a single rune active at any given time. The space occupied by the rune is considered a space occupied by a hostile creature for your enemies. A rune can only be created once per turn. You can use your Blink Rune in two ways, as shown below:

As a bonus action you can teleport up to 60 feet to the rune. If the rune is occupied, the creature occupying it is pushed 5 feet towards a near empty space and suffers 1d10 force damage. You then have advantage on the first melee attack you make before the end of the turn. The rune disappears after you use it, after you create another, if dispelled or after 1 hour.

Trace[edit]

At 2nd level, you can quickly trace your teleportation rune in combat. When you hit a creature with a melee weapon attack, that creature is marked with your blink rune. Alternatively, you can now trace your Blink Rune on creatures you touch, using a Bonus Action (Dexterity saving throw DC 8 + your proficiency bonus + your Charisma modifier to avoid).

You can teleport to an unoccupied space within 5 feet of the marked target as a bonus action if within range of your blink distance.

Dimensional Strike[edit]

Also at 2nd level, once per turn, right after you make an attack with Advantage after having teleported on your turn, you cause additional 1d6 damage with the attack. The additional damage from Dimensional Strike increases as you gain levels in this class, as shown on the Dimensional Strike column on the Walker table.

Flash[edit]

At 3rd level, you react faster than those around you. You have a bonus of a + 5 to your initiative rolls. In addition, on your first turn of combat, you can choose a position for your Blink Rune and teleport to it using the same Bonus Action.

Runic Weapon[edit]

At 4th level, you can place a teleportation rune on a melee weapon or piece of ammunition using a Bonus Action. Your Runic Weapon gain the following benefits:

  • Once per turn when you hit a creature with a Teleportation Rune, you can use your Dimensional Strike, if you haven't used it already.
  • Your Runic Weapon gain a thrown range of 60 feet and is considered a magical weapon.
  • When you hit a creature with an attack, you can either cause the weapon to return to your hand (if it is free) or to teleport towards an unoccupied space within 5 feet of your target.

Planar Flurry[edit]

At 5th level, while wielding a runic weapon, you can cast the spell steel wind strike once, without spending spell slots. Once you do so, you can't do it again until you finish a long rest.

Blink Improvement[edit]

At 6th level, you can trace two runes at once using a Bonus Action, and can have two runes active at the same time.

Splice[edit]

At 7th level, once per turn when you throw your Runic Weapon, you can it to split in two temporarily, targeting two targets within range and within 30 feet of one another. Make an attack for each target, but each attack has a -5 to hit. If a creature is reduced by 0 hit points by this attack, you can use a Bonus Action to choose another valid target within range.

Flicker[edit]

At 8th level, you can use a Reaction to turn a miss into a hit by teleporting your weapon mid air into your target. The attack instantly hit, but roll the d20 again to determine if your attack is a critical. Once you use this feature, you must wait a short or a long rest to do so again.

Warp[edit]

At 9th level, you can cast the spell arcane gate once, without spending spell slots, and using a Bonus Action. Once you do so, you can't do it again until you finish a short or a long rest.

Fracture[edit]

At 10th level, when you cause your Dimensional Strike additional damage to a creature, you can use a Reaction to force that creature to make a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, that creature takes additional 3d6 force damage and is teleported to an unoccupied space you can see within 60 feet.

You can use this feature a number of times equal to your proficiency bonus, and regain uses of it after finishing a long rest.

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