Spatiakinetic

*Spatiakinetic espers possess the ability to utilize apeiron energy to create rifts in space, allowing them to instantaneously move from one location to another without physically occupying the space in between them. This power makes them elusive, and deadly.*

## Class Features

As a spatiakinetic you gain the following features.

### Hit Points

**Hit Dice:** 1d8 per spatiakinetic level
**Hit Points at 1st Level:** 8 + your Constitution modifier
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per spatiakinetic level after 1st

### Proficiencies

**Armor**: Light armor, medium armor
**Weapons**: Pistols, and choose either Melee or SMGs
**Tools**: All ground vehicles and aircraft
**Saving Throw**: Dexterity, Constitution
**Skills**: Choose any three

### Equipment

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

* (a) P-10 Predator or (b) SM-5 Shuriken
* (a) Baton or (b) Knife
* (a) Stock Light Armor or (b) Stock Medium Armor

### Blink

At 1st level, you know how to short-range teleport with ease. You can teleport up to 30 feet to an unoccupied space you can see as a bonus action. This increases to 60 feet at 6th level. This does not count as movement.

Additionally, you can attempt to strike quickly and exploit a foe’s blindspots while teleporting. Once pur turn, when you blink within at least 20 feet of a target and attack them, they must make a Dexterity saving throw. On a failed save, you deal an extra 1d6 damage. The target automatically fails the saving throw if another enemy is within 5 feet of them, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of extra damage increases as you gain levels, as shown in the Blink Attack column of the Spatiakinetic table.

**Dexterity save DC** = 8 + your proficiency bonus + your Dexterity modifier

### Transferral

Starting at 3rd level, you are capable of opening two small rifts to redirect incoming attacks. When you are hit by a ranged attack, you can use your reaction to have the attack target a different creature within 60 feet of you that you can see.

You can use this feature a number of times equal to your proficiency bonus, regaining uses after a short or long rest.

### Reactionary Blink

By 6th level, teleporting has become second nature to you. When an enemy that you can see hits you with an attack, you can use your reaction to teleport out of harm’s way, instead taking half the attack's damage against you.

Additionally, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to teleport out of harm’s way, instead taking no damage if you succeed on the saving throw, and only half damage if you fail.

### Mass Teleportation

Beginning at 9th level, you’ve learned how to teleport long-distance. After one minute of concentration, you can instantly teleport yourself and up to eight other creatures, or a single object that you can see, within 10 feet of you to any destination you select. If you target an object, it must be able to fit entirely within a 10-foot cube, and it can't be held or carried by an unwilling creature.

The destination you choose must be known to you, and your familiarity with the destination determines whether you arrive there successfully. The GM rolls a d100 and consults the table.

Once you use this feature, you cannot do so again until you finish a long rest.

**"Very familiar"** is a place you have been very often, a place you have carefully studied, or a place you can see when you teleport.

**"Seen casually"** is someplace you have seen more than once but with which you aren't very familiar.

**"Viewed once"** is a place you have seen once.

**"Description"** is a place whose location and appearance you know through someone else's description, perhaps from a map.

**"False destination"** is a place that doesn't exist. Perhaps you are attempting to teleport to a familiar location that no longer exists.

* **On Target.** You and your group appear where you want to.
* **Off Target.** You and your group appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, you would be off target by 15 percent or 18 miles. The GM determines the direction off-target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.
* **Similar Area.** You and your group wind up in a different area visually or thematically similar to the target area. Generally, you appear in the closest similar place, but since you have no range limit, you could conceivably wind up anywhere on the planet.
* **Mishap.** Unpredictability results in a difficult journey. Each person teleporting takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).