Warper (Class)

As a Warper, you gain the following class features:

Hit Points
Hit Dice: 1d8 per Warper level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier per Warper level after 1st

Proficiencies
Armor : Light Armor

Weapons: Simple Weapons, Longswords, Rapiers, Scimitars, Shortswords, Whips, Blowguns

Tools: Thief's Tools

Saving Throws: Dexterity, Intelligence

Skills: Choose four skills from Acrobatics, Arcana, Athletics, Deception, Intimidation, Insight, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth

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

• (a) Padded Armor or (b) a set of clothing you describe the appearance of

• (a) a weapon you are proficient with or (b) 2 Hand Crossbows with 20 bolts and a quiver

• (a) a simple weapon or (b) a set of Thief's Tools.

• (a) a Burglar’s pack or (b) a Diplomat’s pack

Folding Degrees
Warpers are skilled in a unique art known as Folding. Folding involves the Warper "folding" between strata for brief periods of time, allowing them to effectively vanish or even teleport silently. When you use a Folding ability, you must expend points known as Folding Degrees. The maximum amount of folding degrees you can have at any point is equal to your current Warper Level + your Dexterity modifier. Folding Degrees are restored upon completing a long rest.

At 1st Level, as a bonus action or movement you may expend one Folding Degree to instantaneously warp to any location within 10ft. which you can see or you know is there. (For example, behind a locked door.) In addition, you may expend two Folding Degrees to "long warp" to any location within 500ft. which you can see or have been to before. Long warping is considered an action and requires 5 minutes of focus in order to achieve. You may bring with you any combination of items or other creatures when warping if the total weight doesn't exceed your carry weight. If you grapple an unwilling target, you may bring it with you if it is unwilling, as long as the total weight doesn't exceed your carry weight.

Sneak Attack
Starting at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column off the Warper table.

Thieves' Cant
During your life you've learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Vocation
Warpers can use their abilities in tandem with various other means of self defense. The majority will either incorporate archery or a form of magick into their repertoire of abilities. At 2nd Level, you must choose one of two sublasses; the Xigbarr or the Clandestine. Your choice determines various spells, features, and traits regarding your character. These details are specified at the end of this class page.

Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Ability Score Improvement
When you reach 3rd level, and again at 5th, 8th, 12th, 14th, and 17th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.

Vanishing Dodge
Starting at 5th Level, you may use your reaction when you are targeted by a creature's attack to expend one folding degree. If you do, the attack you are reacting to misses you completely.

Expertise
At 6th Level, choose four of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Reflexes
Your reflexes are unmatched, and you're rarely surprised or caught off guard. Starting at 6th level, when you must make a Dexterity save, you may expend Folding Degrees to get a bonus on the save. The bonus is increased by one per expended Degree. If you succeed the save, you take no damage instead of half damage.

Supreme Sneak
Starting at 7th Level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Residual Distortion
Starting at 8th Level, after you warp any distance, your AC is increased by 1 until your next turn.

Warping Twofold
Your experience with Folding has improved your ability to travel further distances. Starting at 10th Level, regular folding allows you to travel an additional 10ft. In addition, your long warps are now able to warp you 1000ft.

Ceaseless Mobility
Starting at 10th Level, all of your successful sneak attacks restore a single Folding Degree. If one of your sneak attacks kill a creature, you have two Folding Degrees restored.

Evasive Folding
You often instinctively dodge attacks by Folding. Starting at 11th Level when you have 1 or more remaining Folding Degrees, your AC is increased by 3.

Warping Threefold
Your experience with Folding has improved your ability to travel further distances. Starting at 15th Level, regular folding allows you to travel an additional 30ft. In addition, your long warps are now able to warp you to any distance.

Sudden Death
Starting at 16th Level, on your action you may expend 2 Folding Degrees to target a creature within 50ft. Alternatively, you may extend this range to the length of your long warp at the cost of 4 Folding Degrees. You fold to behind the creature, attacking it however you wish. This attack has advantage, and cannot miss the target. You may only use this ability once before you must complete a long rest to use it again.

Experience Unmatched
At 18th Level, you gain proficiency in the following skills: Acrobatics, Arcana, Athletics, Deception, Intimidation, Insight, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth. If you are already proficient in any of these skills, you gain expertise in them.

Warping Fourfold
The art of Folding has become second nature for you. Starting at 20th Level, when you roll initiative you may restore an amount of Folding Degrees equal to the initiative you roll. In addition, long warps no longer require any amount of concentration to use, and the AC bonus given to you by the Evasive Folding feature is increased to +5.

Xigbarr
Xigbarr warpers are skilled in using crossbows in tandem with their folding techniques to gain an offensive advantage. Xigbarr is a combat style that originated in the southern edges of modern day Atara, and was invented by the Orcs. Despite the Orcs having had been mostly killed off, Xigbarr is still practiced. This is mainly along the southern coast of Atara, despite the Northern Kenoroku settlement Teloth-Il being known as the origin of most who have mastered this art.

Xigbarr Weapon Training
Xigbarr combines archery and your warping ability together to great offensive effect. You are proficient with Hand Crossbows.

Warp Shot
Starting at 2nd Level, after you use your action to warp any distance via folding, you may immediately attack a creature with a Crossbow of any kind which you have equipped when folding.

Extra Attack
Starting at 4th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 13th Level, you can attack a 3rd time whenever you take the attack action on your turn.

Warp Retrieval
Starting at 9th Level, you may use an action to expend one Folding Degree. If you do, any bolts you have fired from a crossbow within 100ft. of you are returned to your quiver, unless they are broken or damaged.

Folding Bolts
Starting at 19th Level, when you use an action to fire your crossbow as an attack, you may expend 1 Folding Degree to choose a point within 50ft. If you do, you use folding to warp the bolt you fire to that point, effectively shooting from that point in whatever direction you wish. You may also use this ability to, for example, warp the bolt to the other side of a door or wall, allowing you to shoot through things without having to pierce them. If you hit a creature with a bolt you have folded this way, you take advantage on the attack.

Spellcasting
When you reach 3rd level, you gain the ability to cast spells.

Cantrips
You learn three cantrips: mage hand and two other cantrips of your choice from the Clandestine spell list. You learn other spells at different levels, as detailed in the Clandestine spellcasting table from the Clandestine Spell List. When choosing a new spell to learn, you may select a spell of any level or school within the Clandestine Spell List.

Spellcasting Ability
Intelligence is your spellcasting ability for your Clandestine spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Clandestine spell you cast and when making an attack roll with one.


 * Spell save DC = 8 + your proficiency bonus + your Intelligence modifier


 * Spell attack modifier = your proficiency bonus + your Intelligence modifier



Modified Magic
Starting at 4th level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

• You can stow one object the hand is holding in a container worn or carried by another creature.

• You can retrieve an object in a container worn or carried by another creature.

• You can use thieves’ tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action feature to control the hand.

Magical Ambush
Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell on this turn.

Arcane Reflex
Your familiarity with magick has made you more capable of anticipating spells and acting accordingly. Starting at 13th Level, when you are targeted by a spell which does damage, your AC is increased by 2 while determining if it hits you.

Folding Spells
Starting at 19th Level, when you use an action to cast a spell, you may expend 1 Folding Degree to choose a point within 50ft. If you do, you use folding to warp the spell to that point, effectively casting the spell from that point in whatever direction you wish. You may also use this ability to, for example, warp the spell to the other side of a door or wall, allowing you to target creatures through objects. If you hit a creature with a spell you have folded this way, you take advantage on any rolls regarding that spell.