1. Notes

Phase-Shifted Archetype

Roguish Archetype

The multiverse is vast, but few know of its true infinite nature. Rogues who understand this know how to command the physical and metaphysical. Some may have discovered a way to slip through the dimensional barriers between the material and the ethereal. Others may have stumbled upon mysterious dark energy that de-anchored them from their reality or entangled themselves with infinite versions of themselves across the multiverse.

Entangled Mind

When you choose this archetype at 3rd level, you become liked to another version of yourself across the multiverse. Whenever you finish a short or long rest, you can gain one skill or tool proficiency of your choice, as your entagled counterparts shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.

Phase Desynchronization

Starting at 3rd level, you can agitate yourself into an unstable blurred state, partially displacing you from the material plane. As a bonus action, you can become desynchronized for 1 minute or until you are incapacitated or die. While desynchronized, creatures have disadvantage on Wisdom (Perception) checks made to detect you, and you can teleport up to 10 feet to an unoccupied space you can see whenever you take damage (no action required).

Immediately after you teleport. you can choose to use a reaction to make one weapon attack against a creature within 5 feet of you; whether this attack hits or misses, your desynchronized state ends early.

You can use this bonus action a number of times equal to your proficiency bonus, and regain expended uses when you finish a long rest.

Dual State

Starting at 9th level, you can briefly exist in two places simultaneously. As an action, you can materialize an echo of yourself in an unoccupied space within 15 feet of you. The echo is a creature that has your AC, ability scores, and saving throws, but only 1 hit point. It otherwise looks exactly like you and functions like a living creature.

You can see and hear through your echo, and you can command it to move up to your speed on your turn (no action required). The echo can never be more than 30 feet away from you. The echo is also considered to be you for the purposes of any actions, bonus actions, or reactions you can take, provided all requirements are met.

The echo lasts for 10 minutes or until it is destroyed. Once this feature is used, you can't use it again until you finish a short or long rest.

Matter Shifter

By 13th level, you can displace parts of yourself from the material plane. As a bonus action, you can reach your limbs or your head through an object or surface no thicker than 1 foot, such as a wall or door. Anything you're wearing or holding passes through with your body, but nothing can be brought back from the other side. If you become incapacitated while phases this way, your head or limb is shunted back to you.

Phase Superimposition

Beginning at 17th level, your echoes become more powerful when they are closer to you. If you take the Attack action and your echo is within 15 feet of you, your echo can immediately make a weapon attack against a creature you have not attacked this turn. It gains Sneak Attack if it meets the requirements for it when it makes the attack, but you roll only half your Sneak Attack dice for your echo's Sneak Attack damage.