Sorcerer
Base Class: Sorcerer

Rifthoppers are the living embodiment of wanderlust. The yearn to travel and to witness unseen vistas burns within them and manifests in their ability to move nearly at the speed of thought. The origin of the rifthoppers' powers remains a mystery, as they refuse to stay in one place long enough to be studied extensively. Given their abilities, many scholars have hypothesized that their power comes from the energies of the Planes, themselves. This allows them to walk through portals as if born to it.

Adventuring rifthoppers often concern themselves with investigating mysterious portals to unknown locations, researching the confluences of the Planes and other mysterious phenomena, or seeking out and stopping planar incursions.

Teleport Object

Starting at 1st level, you can use your action to teleport a small object that isn't being worn or carried and that you can see within 30 feet of you into your hand. Alternatively, you can teleport an object from your hand to a space you can see within 30 feet of you. The object can weigh no more than 5 pounds and must be able to fit in a 1 foot cube.

The weight of the object you can teleport increases when you reach certain levels in this class: at 6th level (10 pounds), 14th level (15 pounds), and 18th level (20 pounds).

Shift Space

At 1st level, once on each of your turns, you can spend an amount of movement up to half you speed to teleport to an unoccupied space you can see within a number of feet equal to the number of movement you spent. If your speed is 0, such as from being grappled or restrained, you can't use this feature.

When you reach 3rd level in this class, you can spend movement equal to your full speed, reducing your speed to 0 for the turn and expend a spell slot of 2nd level or higher to teleport yourself to a destination within range. The range you can travel is dependent on the level of the spell slot expended as detailed in the Rifthopper Teleportation Distance table. You bring any objects you are carrying with you when you teleport, as long as their weight doesn't exceed your carry weight. If you teleport into an occupied space, you take 4d6 force damage and are pushed to the nearest unoccupied space.

RIFTHOPPER TELEPORTATION DISTANCE

Spell Slot Level

Distance Teleported

2nd

30 feet

3rd

60 feet

4th

120 feet

5th

240 feet

6th

480 feet

7th and higher

960 feet

Tactical Swap

At 6th level, when a creature you can see within 60 feet of you is attacked, you can use your reaction to swap positions with the creature. The target must be willing.

If you use this feature when you or another creature is attacked, the attack's target becomes the creature that now occupies the space being attacked, not the original target.

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.

Familiar Locations

Starting at 14th level, if you spend an hour in a location, familiarizing yourself with its features and noting its peculiarities, you can use an action to teleport yourself and a number of willing creatures equal to your Charisma modifier (minimum of 1) within 30 feet of you and that you can see to the location. You can teleport to this location over any distance as long as both you and it are on the same plane of existence. If the location is mobile, such as a boat or wagon, you can't familiarize yourself with the location enough to use this feature.

You can't be familiar with a number of locations equal to your Charisma modifier (minimum of 1). You can choose to forget a location (no action required) to make room for another location.

You can teleport creatures with this feature a number of times per day equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Dimensional Ambler

Starting at 18th level, you can use an action to transport yourself and a number of willing creatures equal to your Charisma modifier (minimum of 1) within 30 feet of you that you can see to the Astral Plane or to the Ethereal Plane. While you are on these planes, you and the creatures you transported can move normally, but each transported creature must stay within 60 feet of you. You can choose to return all of you to the Material Plane at any time as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes