Base Class: Fighter
Rift Knights focus on creating Portals on the battlefield to manipulate the movement of their enemies and lure them into traps and predicaments beyond their weapon prowess. Fighters who follow this path are dedicated to not also master their martial arts, but also to train their mind to analyze the battlefield and use their abilities to open rifts to their full potential. Rift Knights are few and far between and have traditionally only been trained by the Westland Trading Company along the shores of Esias to gain an advantage in naval warfare, but in recent decades a few of the Knights branched out in spite of their masters and spread their secrets through the Multiverse.
Rift Magic
Starting at 3rd level, your understanding of the fabric that makes reality let's you look into the hidden world of rifts. You gain the ability to open and close a set of linked portals on any unoccupied solid surface of your choice as a bonus action. These portals each occupy 5 feet in length and width but have no depth to them.
- The linked portals can be apart by 10 feet times your intelligence score, but have a minimum range of 30 feet.
- You can use this ability a number of times equal to your proficiency modifier. You regain expended uses when you finish a long rest.
Rift Warrior
Adventurers are no strangers to Portals and know one, when they see them, and how to use them to travel. Yet only a Rift Knight has dedicated his life to think of Portals as a battle companion.
You gain an advantage with attacks that you make against an enemy through a portal.
Additionaly whenever an enemy attacks you with a melee attack, and you are within 5 feet of a portal, you gain the benefit of three-quarters cover.
Strategic Repositioning
At 7th level, you gain the ability to alter your Rift Magic on the fly against the movement of your enemies. As a reaction, when a creature within 5 feet of one of your portals, moves away from it, you can make an attack of opportunity, as if you were in the position of your portal. This attack doesn't have advantage. Immediately after, you can reposition the same portal to a new destination that is within the same range as your Rift Magic Range.
Enhanced Rift Magic
At 10th level, you have learned to tap into more Rift Magic. Whenever you use your Rift Magic you can now create 1 Root-Portal and 2 Destination Portals. With your ability to see the hidden World of Rifts, you can see all 3 perspectives at once, while everyone else can only see through the 2 destination Portals to your Root-Portal.
Quickened Rift Magic
Starting at 15th level, you learn to shift your Rift Magic in incredible Speed. You are now capable of casting Rift Magic with a Reaction. A Trigger for such a reaction can be anything.
Concious Rift
At 18th level you have mastered the understanding and the nature of Rifts. As part of your Rift Magic you can now manifest a Root-Rift in an unoccupied space of your choosing within 5 feet. It does not have to be on a surface, instead it occupies a space of 5 feet and it can be moved every turn by 30 feet through unoccupied spaces.
Additionaly, if it is within 5 feet of you, it still provides near full cover, while it tries to shield you from incoming attacks, making all Weapon and Spell attacks against you roll with disadvantage.
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