Universe Hopping Rogue-Like (5e Class)
Dimensional Hoppers[edit]
Dimensional hoppers are capable of hopping from universe to universe but also being as stealthily as rogue when doing so whilst also being as adept in battle as a fighter when the need arises.
Dimensional Fighter Rogues[edit]
Fighters from a different universe are very similar to rogue with fighter features and a little bit of dimensional hopping thrown in. These fighters learn to practice their chosen weapon to survive the harsh life of the slum universes they move through. They are hardy and determined to survive the next day.
Creating a Universe Hopping Rogue-Like[edit]
As you create your rogue hopper character, consider the character’s relationship to the laws of the universe. Do you have a criminal past—or present? Are you on the run from divine law or from an angry thieves’ guild master? Or did you leave your universe in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal?
What was the trigger that led you away from your previous life? Did a great con or heist gone terribly wrong cause you to reevaluate your career? Maybe you were lucky and a successful robbery gave you the coin you needed to escape the squalor of your life. Did wanderlust finally call you away from your home? Perhaps you suddenly found yourself cut off from your family or your mentor, and you had to find a new means of support. Or maybe you made a new friend—another member of your adventuring party—who showed you new possibilities for earning a living and employing your particular talents.
- quick build
You can make a Universe Hopping Rogue-Like quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Criminal background. Third, choose <!-elaborate on equipment choices->
Universe Hopping Rogue-Like[edit]
Class Features
As a Universe Hopping Rogue-Like you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Universe Hopping Rogue-Like level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Universe Hopping Rogue-Like level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons, martial weapons
Tools: Thieves' tools
Saving Throws: Dexterity, Constitution
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) a shortsword
- (a) a shortbow and quiver of 20 arrows or (b) a shortsword
- (a) a burglar's pack or (b) a dungeoneer's pack or (c) an explorer's pack
- Studded Leather armor, two daggers, and thieves' tools
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Fighting Style, Sneak Attack, Thieves' Cant |
2nd | +2 | Expertise |
3rd | +2 | Dimensional Hopper |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Dimensional Hopper Feature Expertise |
7th | +3 | Action Surge (one use) Evasion |
8th | +3 | Ability Score Improvement |
9th | +4 | Indomitable (one use) |
10th | +4 | Dimensional Hopper Feature |
11th | +4 | Extra Attack (2) |
12th | +4 | Ability Score Improvement |
13th | +5 | Indomitable (two uses) |
14th | +5 | Ability Score Improvement |
15th | +5 | Dimensional Hopper Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Action Surge (two uses), Indomitable (three uses) |
18th | +6 | Dimensional Hopper Feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Dimensional Calamity |
Fighting Style[edit]
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Sneak Attack[edit]
Beginning 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.
Thieves' Cant[edit]
During your universe hopping you 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.
Expertise[edit]
At 2nd level, choose two 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.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
Dimensional Hopper[edit]
At 3rd level, you get the Dimensional Hopper archetype that you emulate in the exercise of your rogue-like abilities, Your archetype choice grants you features at 3rd level and then again at 10th, 15th, and 18th level. Any saving throws you cause with Dimensional hopper or Dimensional Hopper Features have a Dimensional Hopper DC equal to 10 + your Constitution modifier + your proficiency bonus.
At 3rd level, as an action/reaction you and up to two willing creatures you are touching may travel to a near-identical alternate dimension within 10 ft of where you left the previous dimension from or a completely different dimension at some place random inside it (roll 1d2 to see which you get). As a reaction when you travel to an alternate dimension, a creature within 5 ft may make a Strength (Athletics) check contested by your Strength (Athletics) or Dexterity (Acrobatics) check, traveling with you on a success if you are within their reach. Additionally instead when you travel to an alternate dimension, instead of taking a willing creature with you, you may force an unwilling creature you are touching to attempt a Strength saving throw vs your Dimensional Hopper DC, traveling to the alternate dimension with you on a failure.
If an object or creatures with the exception of yourself or things you are wearing, holding, or carrying come into contact with an alternative version of itself within 10 feet, they collide and they both take 2d10 + your Constitution modifier + your proficiency force damage, as it collides due to the resulting paradox of there being 2 or more of the same creature or object they create a shockwave on impact being knocked back 20ft from each other, ( this becomes 3d10 at level 8, 4d10 at level 12 and 5d10 at level 18 ), Anything that reaches zero hit-points from this fusion is instantly destroyed and is erased completely. You always know what and where your baseline reality/dimension is. You and other versions of yourself are immune to the effects of being near other versions of yourself including anything you and other versions of yourself are carrying, holding or wearing.
Ability Score Improvement[edit]
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class.
Dimensional Hopper Feature[edit]
At 6th level, you may take the hide action as part of traveling to an alternate dimension, and you may travel to an alternate dimension as a bonus action.
Action Surge[edit]
Starting at 7th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Evasion[edit]
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Indomitable[edit]
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Dimensional Hopper Features[edit]
At 10th level, you can pull out another version of any creature that you can see or that you know of as an action. They have the same stats, abilities ( other versions of you will not have your ability to hop dimensions ) and equipment as the original version of them. Their personality traits, ideals, bonds, flaws and attitude towards you might be the same or totally different (depends on the DM) ( Other versions of you will always have your personality traits ideals bonds and flaws and will follow your orders.) if the creature you pull out is not a version of yourself you can make it roll a charisma save vs your Dimensional Hopper DC on a fail it will follow your orders for the rest of that combat encounter, on a success it will not follow your orders and its next moves are left up to the DM.
At 15th level, as an action, or as a reaction immediately before you or an ally dies, if an alternate dimension's version of you or them is in the same dimension as you, that alternate version of them or you become statistically identical to them or you, they gain your or their memories, abilities etc..., and you or they gain control over them, while the opposite happens to you or them.
At 18th level, For one minute per long rest as a bonus action you gain the following benefits:
1. You may use any abilities you have without their consequences, cost, or using remaining duration, or remaining uses.
2. You cannot be instantly killed.
3. Any attacks you make overcome resistances and immunities.
4. Your attacks always deal max damage.
5. You may also use your 3rd level ability without needing a second object to create the dimensional portal
Dimensional Calamity[edit]
At 20th level you are able to bring any creature or object into the dimension you're currently in, from an alternate dimension(this creature is automatically brought in and does not get the save to resist being pulled in), as long as its not brought into your universe within a 10 feet radius of your universes equivalent of that creature or object. However if the same creature or object from two different dimensions come within 10 ft of each other, they are killed instantly and reduced to nothing. This does not apply to yourself. This ability ignores all other abilities that would normally be able to stop 2 objects or creatures from colliding with each other.
Additionally you now know inside and outs of all universes, meaning you can now choose which universe you want to travel to when using your ability to travel there.
- Rogue Subclasses
Universe Hopping Rogue-Likes subclasses are exactly the same as normal Rogue subclasses except the following;
Rogue's subclass 9th level ability is moved up to 10th level ability. Rogue's subclass 13th level ability is moved up to 15th level ability. Rogue's subclass 17th level ability is moved up to 18th level ability.
Multiclassing[edit]
You cannot multiclass into or out to a class with Roguish Archetype (like rogue)
Prerequisites. To qualify for multiclassing into the Universe Hopping Rogue-like class, you must meet these prerequisites: Dexterity 13
Proficiencies. When you multiclass into the Universe Hopping Rogue-like class, you gain the following proficiencies: light armor, simple weapon, marshal weapon, one skill from the class's skill list, and thieves' tools.
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