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Jumper

Specialists in entry and exit, archetypal jumpers are trained in the art of leaping through space in the blink of an eye. Though most jumpers use specialized portal devices to teleport, some have gained their powers through near-catastrophic malfunctions with shipboard teleporters or other dimensional mishaps. Jumpers are essential additions to teams of smugglers and burglars—anyone who wants to get in and out of high-security areas quickly and quietly, without breaking down doors.

Tele-step

Starting when you choose this archetype at 3rd level, you can blink around the battlefield with ease. As a bonus action, you can teleport to any unoccupied location within 10 feet of you that you can see. You can use this ability a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

This ability becomes more powerful as you gain higher levels in this class. At 9th level, this distance increases to 15 feet, and you can carry one willing passenger you touch with you when you teleport.

At 13th level, you can use this ability to teleport up to 30 feet to a location you can see. Once you use this ability to teleport this distance, you must finish a short or long rest before using it again.

Murder Hole

By 9th level, you can quickly open portals on solid surfaces for ingenious weapon attacks. These portals only open for a brief moment, and only objects can pass through them. Once per turn, you can use this ability to make a melee attack against a target that is within 30 feet of you and within 5 feet of a wall, as if you were next to the target, or to make a ranged attack against a creature behind cover within 30 feet of you, as if the creature didn’t have cover.

Dimension Hop

At 13th level, you can cast the spell dimension door without using a spell slot or spell components. Once you use this ability, you must finish a short or long rest before you can use it again.

Evacuation Circle

Starting at 17th level, you can cast the spell teleportation circle as a ritual, without using material components.

Circles you create in this way can’t be made permanent.

Additionally, you can create a destination circle each day by casting this spell using 50 gp worth of diamond dust as a material component. This destination circle lasts for 24 hours, or until it is used, after which it becomes inert. As long as you are on the same plane of existence as the destination circle, you can use your action to teleport yourself and up to eight willing creatures within 30 feet of you to that destination circle.

Section 15: Copyright Notice

Dark Matter Copyright 2019, Mage Hand Press, LLC; authors Michael Holik, Jaron Mortimer, Benjamin Richardson, Matthew Pennell, Jason Sinclair