Base Class: Fighter
Among the ranks of seasoned warriors, a rare few uncover a blade technique so precise, so deeply focused, that it cuts not just flesh — but the fabric of reality itself. Known as Riftblades, these fighters harness a strange and terrible secret: each swing of their weapon can carve a sliver-wide portal to the Far Realm, that maddening, alien dimension beyond mortal understanding.
Whether discovered through lost scrolls, whispered teachings of aberrant beings, or the haunting visions of dreams that were not entirely dreams, this path is not chosen lightly. It demands perfect control, unshakable focus, and a willingness to glimpse the infinite void — without falling into it.
Riftblades are warriors of elegance and terror. With each cut, they create momentary rifts that lash out with reality-defying force, distort space, or unleash brief flashes of the incomprehensible. Their power is not arcane, nor divine — it is surgical madness, weaponized. To fight one is to wonder whether your next breath will be your last, or if it will be stolen by something on the other side.
Source: Ali’s Pasta
*Note from the Author.
This subclass is heavily inspired by Vergil from Devil May Cry
Rift Slashes
Beginning when you choose this archetype at 3rd level, you gain the ability to perform three rift-opening attacks. You may use each of these attacks a number of times equal to your proficiency bonus (so 2 of each for now), with the exception of Judgment Cut, which can be used only once per long rest. In order to perform these attacks, you must be wielding a slashing weapon held with both hands.
Void Slash — You quickly slice the air in front of you, choosing a 10 ft circle within a 30 ft radius. Any creature caught in the area must succeed on a Dexterity saving throw (DC 13, which remains constant as you level up). On a failed save, slashes from a portal to the Far Realm strike the creature, dealing 1d10 + your Constitution modifier magical slashing damage.
Rift Slash — You dash forward up to 30 feet in a straight line. Any creature you pass through during this dash suffers 1d10 + your Dexterity modifier magical slashing damage. Make an attack roll using your equipped weapon’s attack bonus +3 to determine if the attack hits.
Judgment Cut — As an action, you enter a waiting stance. When an enemy attempts to attack you, you may teleport 30 feet behind it and force it to make a Dexterity saving throw (DC 12). On a failed save, the creature takes half of 2d10 magical slashing damage as rifts from the Far Realm slash into it.
At level 6, you can use Judgment Cut twice per long rest; at level 10, three times; and at level 15, four times.
Concentration
To complement your new slashing attacks, you gain access to the Concentration mechanic — a passive feature that rewards decision-making in combat. (Concentration can only be gained during initiative.) There are 10 levels of Concentration, which are gained or lost as follows:
Moving less than half your movement speed per turn: +1 level
Moving more than half your movement speed per turn: –1 level
Not using Void Slash, Rift Slash, or Judgment Cut on the same turn: +1 level
Using Void Slash, Rift Slash, or Judgment Cut together in one turn: –1 level
Not getting hit in a turn: +1 level
Getting hit in a turn: –1 level
Concentration Benefits:
Level 3 — Void Slash and Judgment Cut saving throw DCs increase to 16.
Level 6 — You gain advantage on Dexterity and Strength saving throws.
Level 9 — Your movement speed increases by 30 feet.
Level 10 — You gain advantage on attack rolls.
Mirage Blades
Starting at 7th level, you can manifest spectral blades from the Rift. These blades spin around you, dealing 4 magical slashing damage to any creature within 10 feet of you. If a friendly creature is damaged by this ability, you lose 2 Concentration levels. The ability lasts 5 rounds and is activated as a bonus action. You can use this feature twice per long rest.
Peace of Mind
At 10th level, you gain the benefits of a long rest in 6 hours instead of the usual 8.
Parry Slash
Starting at 15th level, as a reaction, you may attempt to parry an enemy’s strike with Rift Slash when it enters within 10 feet of you.
Note: this attack can only be done if you are being attacked with a weapon that does slashing damage
Doppelganger Mirage
At 18th level, as an action, you can summon a spectral clone of yourself from the Rift. It moves exactly as you do, with no delay. It cannot be damaged or killed, and it always acts immediately after your turn. When you make an attack roll, the doppelganger deals half the same damage to the same target. The clone lasts for 5 rounds and can be summoned twice per long rest. whoever all attacks pass right through the clone so its ineffective as a body shield.
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