Fighter
Base Class: Fighter

Through great study you have mastered a great ability that even wizards seek to be able to master, the ability to summon portals. Thanks to this you are able to use the power of rifts to move around the battle field with great ease, creating energy through the contact between creatures.

Rift Points

Beginning when you choose this archetype at 3rd level, you gain rift points, the ability to manipulate space.

You can retain 1 rift point between turns, if used you regain it when you either hit a creature or finish a short or long rest.
When you hit with a melee weapon attack you gain a rift point which last untill the end of your turn.
You can use any number of rift points to teleport to an unoccupied space you are aware of, each rift point increases the teleported distance by 10 ft.

You can only use up to 5 rift points to teleport per round.

Spacial SKills

Starting at 7th level, you become more skilled in using your rift points.

  • You gain extra uses for your rift points.
  • You can use a rift point when you decide to make an attack, on your turn, to increase the range of that attack by 10 ft.
  • You can use a rift point when you hit with an attack to teleport the target 10 ft in any direction.
  • You can use a rift point as a bonus action to teleport a Willing creature 10 ft.

Whenever you use a rift point you gain 1d10 Temporary Hit Points.

Portals

At 10th level, You can slice reality with precision for a tactical edge.

As an action, you choose two spaces you can see within 60 feet of you. For 1 minute, those spaces are effectively within 5 feet of each other for 1 minute.
The rifts are a clean fold in reality, not obscuring sight through the portal, allowing sight to peer through the portals.
A creature in either of these spaces can move to the other as if it were 5 feet away and can interact with objects as if it were in the other space.

When the portal is created you most concentrate on it as if it where a spell. The portals do not work in an antimagic field, if the portal closes as a creature passes through it the creature must make a constitution saving throw, DC equal to 8 + your proficency modifier + you constitution modifier, on a fail you choose which portal they exit from, on a success they choose which portal they exit from.

Rift Storage

Starting at 15th level, Your store of rift points has increased, you can now store 2 rift points between turns and regain them when you finish a short or long rest.

Additionally you can store items in a personal rift, you can store any two items under 20 pounds, 40 total, in this personal rift and retrieve them, using your item interaction.

Web of Portals

At 18th level, You have superior knowledge of portals. When you use your Spacial Rift feature, you can make 4 rifts, rather than only two.
All rifts you make act as if they were within 5 feet of each other.
Additionally, you can make it so that only certain creatures you designate can see through the rifts, and whenever a creature moves through a rift, you can choose which rift they move to.
When you do so, you can cause that creature to be unable to move through your rifts until the start of their next turn.

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