Relative Origin for raycasting

Is there a way to create a relative starting position for ray?

Example being, a ray that shoots from in front of you and it’s origin being a little left of the player. Looking in the direction of your LookVector.

Doing something like workspace:Raycast(char.HumanoidRootPart.Position+Vector3.new(1,0,1),char.HumanoidRootPart.CFrame.LookVector*10)

Wouldn’t work.
I know with cframes you can multiply a number to get a relative position.
How would one do this?

Basically just negate the Z, since negative Z is the front. Not even I know how this works 100%, but I just know you need to negate the Z lol.

Your example works, only that it starts a little bit behind you.

Yea I realize that the Z was wrong in my post. I got it mixed up. I just wrote it as an example.

I guess I’m a dum dum. I created a visualized ray, then messed with the position to make it actually correct. I guess it’s always relative when adding position.
Big oof for me. I need to learn my axes.

I’ll mark yours as solution since you were right. It does work.