Pocket Dimension User (5e Class)
Pocket Dimension User
<!-Introduction->
Someone with this curse or blessing can access their own pocket dimension. Mark on their hand is made which grants access to their pocket dimension Using portals linked to themselves to travel items and beings in between space into their pocket dimension. Primarily using portals as a weapon in melee, or supporting the party. The user has a general jist of where everything in the dimension is and can pinpoint where things are and can pull them out at will unless prohibited.
Creating a Pocket Dimension user
- Quick Build
You can make a Pocket Dimension User quickly by following these suggestions. First, Intelligence(INT) should be your highest ability score, followed by Dexterity(DEX) shortly followed by Wisdom.
Class Features
As a Pocket Dimension User you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Pocket Dimension User level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Pocket Dimension User level after 1st
- Proficiencies
Armor: Light Armour
Weapons:
Tools:
Saving Throws: Wisdom(WIS)
Skills: Choose two: Insight, Medicine, Perception, Survival,
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 1 Longsword or (b) 1 Simple Weapon
- (a) Padded Armour or (b) Leather Armour
- (a) Dungeoneer's Pack or (b) Explorer's Pack
- (a) Hand Concealing Gloves or (b) Nothing
Level | Proficiency Bonus | Features | Portal Point |
---|---|---|---|
1st | +2 | Portal Opening, Main Feature | 1 |
2nd | +2 | Spell Capturing | 2 |
3rd | +2 | Better Portals, Matter Cutting | 3 |
4th | +2 | Ability Score Improvement | 4 |
5th | +3 | Portal Opening | 5 |
6th | +3 | Matter Cutting, Portal Projection | 6 |
7th | +3 | Better Portals | 7 |
8th | +3 | Ability Score Improvement | 8 |
9th | +4 | — | 9 |
10th | +4 | Subclass, Pocket Sleep | 10 |
11th | +4 | Better Portals | 11 |
12th | +4 | Ability Score Improvement | 12 |
13th | +5 | Superb Reaction | 13 |
14th | +5 | Subclass | 14 |
15th | +5 | Alignment Believer | 15 |
16th | +5 | Ability Score Improvement | 16 |
17th | +6 | — | 17 |
18th | +6 | Subclass | 18 |
19th | +6 | Ability Score Improvement | 19 |
20th | +6 | Portal Of Stars | 20 |
Class Features
- Main Feature
You cannot use spells, cantrips, even if its from a scroll. You cannot close a portal if something is in the middle of it.
- Portal Opening
at 1st level, You can access your pocket dimension by summoning 1 singular portal (an action) at a hand of your choice as if you were holding a weapon, that is the size of a rough circle of your fingertips. You can hold the weight of Intelligence(INT) modifier x your level. Roll a 2d4 + 3 every level, including 1st after that to add more weight (in lbs) capability. But for every 2lb's over your weight limit take 1 hitpoint of damage at the end of your turn or every 6 seconds. This portal can take in matter and also project it out.
At higher levels At 5th level you can open and close portals as a bonus action.
- Spell Capturing
At 2nd level, When a spell is cast at you, you can use your reaction to 'capture' the spell by using you portal. The spell must be proportionate to your portal size e.g. you cannot capture a 15ft fire cone with a tiny sized portal. The spell power is the power of the casters power, Whatever requirements it has, the same the spell does, e.g. Lightning arrow, if you were to catch it, the spell will still be in effect and can be used like it was just used by the original Caster. You have to wait until it is your turn to cast it out again. You can use a Portal point to cast the spell out on the same turn.
- Better Portals
At level 3, Your portals become size of a tiny (2 by 2 ft) creature if need be, you can choose whichever size available
At higher levels At 7th level it is possible to make your portal the size of a small (4 by 4 ft) creature At 11th level it is possible to make your portal the size of a medium (6 by 6 ft) creature
- Matter Cutting
At 3rd level, If you try to close a portal but something is in the way of it closing, you can try to cut through it. Make an Wisdom(WIS) check to cut through it. If it is a creature they can try to make a Dexterity(DEX) saving throw to avoid being cut and get out of the way. If they succeed you can use a portal point to make them roll again at a disadvantage.
At higher levels At 6th level this feature can be used to hold something with the edge of the portal. This can be broken out of by a Strength(STR) check above save DC of the caster. If they succeed you can use a portal point to make them roll again at a disadvantage.
- Portal Projection
At 6th level, You now gain the ability to move a singular portal up to 20 ft as a action. You can use a portal point to move both. You can also use a portal point to move it an extra 30ft, again and again, per portal.
- Pocket Sleep
At 10th level you gain the ability to sleep in your pocket dimension. You mark your place in the real word of your re-entering to the real world, before proceeding to sleep. You can use the rest of you Portal Points (min.3) to watch subconsciously what happens in a 20ft radius of you mark unless obstructed.
- Superb Reaction
At 13th level, When attacked you can use a portal point to summon a portal to protect yourself.
- Alignment Believer
At 15th level, Your alignment shows in your portal usage. It does not matter if you are Lawful, or Chaotic. You cannot do this to yourself Good: If you are of good alignment, you can use your portals to give party members 1 buff. By having someone/something in your portals for 1 turn, you can roll 1d10 to apply an affect to them.
1-4: 10 temporary hitpoints. 5-8: An extra 2d4 on their next attack 9-10: Their next attack becomes 'magical' for the next 10 minutes. e.g. can hit ghosts, werewolves etc.
Evil: If you are evil alignment, you can use your portals to steal other creatures powers. By having someone/something in your portals, you can try to 'steal'. They must make a Intelligence(INT) save higher than your spell DC. If the creature fails they take a roll at a disadvantage for everything until their next long rest. If succeeded, it is up to DM description to give you what you get and for how long. If you 'steal' a giant eagle, you could have wings, or could speak their language etc.
- Portal Of Stars
At 20th level, As an all out measure, you can take 1 turn to charge this feature. After charging you make an area of 20ft radius circle centered on yourself lined with many numerous portals. As a part of this spell you can send anything that has been stored in your pocket dimension, or commence your combo. Your combo makes two attacks at a creature inside your sphere. You can use a portal point to make another two attacks, and so on until you run out. Portal Of Stars ends, whenever you want it to. You can regain the ability to use this feature at the end of a long rest.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 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.
Bonded Blade
A blade forged from your pocket dimension with the powers of your portals are usable for you and you only, allowing no other weapon to be used.
- Blade Buddy
At 10th level, You gain a weapon, that cannot be affected in anyway. e.g. breaking, enchanting etc, of your choosing from the list of weapons: Hammer, Club, Dagger, Greatclub, Handaxe, Javelin, Light Hammer, Mace, QuaterStaff, Sickle, Spear, Battleaxe, Flail, Glaive, Greataxe, Halbeard, Lance, Longsword, Maul, MorningStar, Pike, Rapier, Scimitar, Shortsword, Trident, Warhammer, Whip. Gain a proficiency with your weapon
While holding your weapon you can only summon 1 portal. Barehanded you can still summon both. Like your portal take a bonus action to summon it, or you can summon it as an action. If you are weilding your weapon two-handed and decide to open a portal, the weapon dissipates.
- Elemental Capturing
At 14th level, Whenever you, your weapon gets hit elementally or you capture a spell, you can choose to use its elemental power in your next attacks. e.g. If you get hit with a 1d4 of fire, your next attack can deal 1d4, for every turn after it is not used the damage is halfed when hit you could make a ranged attack and send a wave of that element of a maximum 30 ft away, at one target.
- Speedster
At 18th level Whatever goes through your portals gains even more speed if desired and can deal and extra 1d4 of damage. You and another creature can also do this and do an extra 1d4 unarmed strike. You can end your turn in your pocket dimension, and as a bonus action, re-open the last portal and launch at a target for an attack, if wanted.
Portal Prowess
Your Portal Prowess improves allowing you to control more portals with only your two hands. This makes you unable to use a weapon of anyform with your hands.
- Portal Gain
At 10th level, With your new profound power you gain the ability to summon 2 more portals with more weight. Roll a 2d12 + Intelligence(INT) modifier + 5, and add that to your weight capacity in lbs. You can summon and desummon twice the amount of portals you normally can in 1 turn. You can move and summon and desummon portals 50 more ft to a total of 70ft
- Portal Power
At 14th level, You have power to control 2 more portals along with the other portals at the same time. Roll a 2d12 + Intelligence(INT) modifier + 5, and add that to your weight capacity in lbs. You can now have 100ft of movement around you. Your portals close fast enough to deal a 1d4 on a failed Strength(STR) saving throw.
- Portal Maniac
At 18th level, you can control 2 more portals at a time. Whenever something goes into a portal you can use portal points equal to the spell slot used, to duplicate it. Roll a 2d12 + Intelligence (INT) modifier + 5, and add that to your weight capacity in lbs.
Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
Back to Main Page → 5e Homebrew → Classes