Backstabber (5e Subclass)
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Backstabber[edit]
Rogue Subclass
Traveling through space and time. Backstabbers use portals both small and large to transport and deceive opponents making them miss attacks or even hit themselves. They practice all their lives using these mystical portals some use them for good to deal with otherworldly beings. Or for evil to easily slip in and out of crimes.
- Detect Portal
At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
Once you use this feature, you can't use it again until you finish a short or long rest.
See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
- Dimensional Jump
Starting at 3rd Level, you can open a small portal that allows you to hop through dimensions. At a cost of 15 feet of movement, you can use your bonus action to teleport to a place you can see within 15 feet.
- Instant Portals
At 3rd level, you can use your bonus action to open temporary portals, only big enough to let your arms pass through them. This portal ends on the end of your turn, and you can perform the following actions through them:
- You can make a melee attack against a creature you can see within 30 feet.
- You can also make ranged attacks having their source a place you can see at 30 feet.
- You can take the Help action, take object interactions or make a check that only requires your hands and that can be completed on this turn.
You don't need advantage on attack rolls to get your sneak attack bonus when using the instant portals.
- Portal Maker
Starting at 9th level, you can use your Cunning Action to open a small circular portal as a bonus action, on a surface you can see within 30 feet of you. You can have two of these portals open at any time. Creating another one makes the two portals disappear.
The pair of portals are interconnected, and a creature of medium size or an object that fits a 5-foot cube can pass through it. When you open a portal, you must designate one of them as being the portal of entrance and another as the portal of leaving.
Any creature who passes through the portal of entrance exits by the portal of leaving, at a cost of 5 feet of movement. You can try to block the passage of a creature, dismissing the entrance portal as a reaction.
While you are within 5 feet of the portal of entrance, you can interact with objects and creatures as though you were in the place occupied by the portal of leaving. A hostile creature that leaves the space within 5 feet of the exit portal while you are within 5 feet of the entrance portal provokes an opportunity attack from you.
If you make an attack through the portals, or if you move through the portal and make a melee attack against a creature within 5 feet of the exit portal, you don't need advantage on the attack roll to make a sneak attack.
Keeping the portals open requires concentration as if you were concentrating on a spell. The portals disappear if you are knocked unconscious, lose concentration, if you dismiss them as a bonus action. They can also be destroyed by a dispel magic, an antimagic field, or a similar effect.
- Planar Escape
At 13th level, you can use your portals to allow you to evade attacks. You can use your Uncanny Dodge feature against effects that would require you to make a Dexterity saving throw to avoid damage.
In addition, when you use Uncanny Dodge, you can teleport to a place you can see within 10 feet.
- Portal Master
Starting at 17th level, you can cast arcane gate. Intelligence is your spellcasting ability for this spell. When you do so, you can't cast this spell or use your Portal Maker feature again until you complete a Long Rest.
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