The Wayfinder
[If you've found yourself here, these are class feats I've created for when the feat update drops. I'm placing them here temporarily for anyone who is nosy and wants to look at them ahead of time.]
Class Name: The Wayfinder
Core Fantasy: The Wayfinder folds space around themselves and their team, using teleportation and spatial insight to control the battlefield, bypass terrain, and create safe lanes through Break zones. Their power scales with the GGA hero rank ladder, from E-Rank squad runner to S-Rank map-rewriting legend.
Level 1 Features
Rift-Drilled Awareness (Level 1)
You read spatial distortions and team positions like a map.
Rules:
You gain proficiency in Perception and one of the following skills: Investigation, Insight, or Survival (your choice). If you already have proficiency in a chosen skill, you can instead gain proficiency in any other skill of your choice.
You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to notice Gates, riftstone formations, or other obvious spatial anomalies within 120 feet of you.
Spatial Reserve (Level 1)
Your body stores extra strain to handle sudden warps.
Rules:
When you roll initiative, you gain temporary hit points equal to your Constitution modifier + your proficiency bonus (minimum 1 temporary hit point).
These temporary hit points last until you finish a short or long rest, or until they are lost.
Level 3 Feature
E-Rank: Shift Relay (Level 3)
At E-Rank, your jumps through space can drag a teammate along the line.
Rules:
Once on each of your turns, when you teleport yourself at least 10 feet on that turn (by any spell, feature, or effect), you can choose one willing creature within 5 feet of you before you teleport.
That creature teleports to an unoccupied space you can see within 5 feet of your destination space.
The creature must be no more than one size larger than you.
This teleport happens as part of the same effect that moved you and does not require any action.
Level 7 Feature
D-Rank: Rift Strider (Level 7)
At D-Rank, you treat walls and ceilings as just more floor.
Rules:
You gain a climb speed equal to your walking speed.
You can move along vertical surfaces and across ceilings without needing to make ability checks and without using your hands.
You must end each of your turns on a surface that can support you; otherwise, you fall at the end of your turn.
You ignore nonmagical difficult terrain.
Level 10 Feature
C-Rank: Corridor Maker (Level 10)
At C-Rank, you create safe lanes through hostile lines for your team.
Rules:
When an ally you can see starts its turn within 10 feet of you, that ally’s speed increases by 10 feet until the end of that turn.
An enemy creature that is within 5 feet of you cannot make opportunity attacks against any creature other than you.
Level 13 Feature
B-Rank: Combat Transposition (Level 13)
At B-Rank, you rearrange a whole skirmish in a single move.
Rules:
As an action, you choose a number of willing creatures you can see within 60 feet of you, up to a maximum equal to your proficiency bonus (you can choose yourself).
For each chosen creature, you choose an unoccupied space you can see within 60 feet of you.
Each chosen creature teleports to the space you chose for it. A creature cannot be moved to a space more than 30 feet from its original position by this feature.
This teleportation ignores intervening creatures and objects but still requires the destination space to be valid (not inside solid objects, and able to support the creature).
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Level 16 Feature
A-Rank: Master Anchor (Level 16)
At A-Rank, you choose what moves and what stays in place.
Rules:
You cannot be teleported or moved by hostile effects unless you are willing. When a hostile effect would move you against your will (including forced movement or teleportation), you can choose to not move; no action is required.
You have advantage on saving throws against being knocked prone or restrained.
When you use a spell or class feature that would teleport only you, you can instead choose a willing creature you touch to be teleported by that effect in your place. If you do so, you are not teleported by that effect. All other details of the effect, such as distance and destination choice, remain the same.
Level 20 Feature
S-Rank: Total Transposition (Level 20)
At S-Rank, you can rewrite where everyone stands on the map in a single pulse.
Rules:
As an action, you choose up to ten creatures that you can see within 120 feet of you. You can choose friendly or hostile creatures.
For each chosen creature, you select an unoccupied space you can see within 120 feet of you.
Each willing creature you chose teleports to its assigned space.
Each unwilling creature you chose must make a Charisma saving throw against your spell save DC. On a failed save, the creature teleports to its assigned space. On a successful save, the creature is not moved by this feature.
This teleportation ignores intervening creatures and objects but still requires the destination spaces to be valid (not inside solid objects, and able to support the creatures).
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.