Base Class: Wizard
Riftwarden Features
Wizard Level
Feature
3rd
Rift Initiate, Rift Dice, Shatter
6th
Temporal Slip
10th
Voided Rift Form
14th
Paragon of Rupture
3rd-Level: Rift Initiate
Your mind and body warp subtly as the Rift’s influence takes root.
Rift-Warped Defense.
Your AC equals 13 + your Intelligence modifier while you are not wearing heavy armor and not wielding a two-handed weapon.
Rift-Touched Training.
You gain proficiency with martial weapons, though you cannot wield heavy or two-handed weapons with these proficiencies.
Alien Communion.
You learn Deep Speech and gain telepathy out to 30 feet.
3rd-Level: Rift Dice
You can tap the unstable geometry of the Rift, channeling it through fragments of possibility.
You have a number of Rift Dice equal to your Intelligence modifier (minimum 1).
You regain all expended Rift Dice when you finish a short or long rest.
Your Rift Die is a d6, which increases to a d8 at 5th level, a d10 at 11th level, and a d12 at 17th level.
Whenever you use a Rift Die, choose one of the following effects:
Rift Surge
As a bonus action, roll one Rift Die and gain a bonus to AC equal to the result until the start of your next turn.
Blink Slip
As a bonus action, roll a Rift Die and teleport up to 5 × the number rolled (minimum 5 feet).
Aegis Projection
When an ally within 30 feet is targeted by an attack, you may use your reaction to roll one Rift Die. The ally gains a bonus to AC equal to the roll against that attack only.
Distortion Vitality
As an action, roll one Rift Die. A number of creatures of your choice within 30 feet gain temporary hit points equal to twice the result.
3rd-Level: Shatter
Your mind acts as a thin membrane between worlds. When you draw upon too much power, that membrane splits.
Whenever you expend your last Rift Die (reducing your total to 0, you suffer a Shatter effect..
Shatter Table (d6)
d6
Effect
1 — Fractal Spiral
You are stunned until the end of your next turn.
2 — Rift Backlash
You take force damage equal to twice your wizard level.
3 — Maddening Whispers
You are frightened of the nearest creature until the end of your next turn.
4 — Spatial Slip
You teleport 30 feet in a random direction and land prone.
5 — Entropic Drain
Until the end of your next turn, you cannot take reactions and have disadvantage on concentration checks.
6 — Void Glimpse
You gain advantage on your next attack roll or saving throw, then take 1d6 psychic damage.
6th-Level: Temporal Slip
You step between moments with an ease that borders on supernatural.
Slip-Step.
You gain Extra Attack, except you may replace one of the attacks with casting a wizard cantrip.
Stability Anchor.
You add your Intelligence modifier to Constitution saving throws made to maintain concentration.
10th-Level: Voided Rift Form
Your body becomes partially merged with the Rift’s essence.
You gain access to Amplified Rift Dice, which cost 2 Rift Dice to use.
Choose one amplified effect when you activate this feature:
Gravitic Collapse
As an action, choose a point within 60 feet. Creatures of your choice within 10 feet of that point must make a Strength saving throw or be pulled up to 10 feet toward the center and take force damage equal to the total of the two Rift Dicespent.
Harmonic Shielding
As a reaction when you or an ally within 60 feet takes damage, roll the two Rift Dice. The target gains a barrier absorbing damage equal to the total roll + your Intelligence modifier until the start of your next turn.
Phase Ripple
As a bonus action, create a rippling distortion in a 15-foot-radius area within 60 feet.
Enemies that start their turn there take force damage equal to the total Rift Dice rolled, and the area is difficult terrainfor them. It is normal terrain for allies.
14th-Level: Paragon of Rupture
Your mastery of the Rift reaches its zenith. When your mind shatters, you do not break — you channel the fracture.
Channel the Shatter
Whenever you trigger Shatter, you may choose to channel the backlash instead of rolling on the Shatter Table.
If you do:
• You immediately regain all expended Rift Dice.
• You enter Rift Flux for 1 minute.
You cannot use Channel the Shatter again until you finish a long rest.
Rift Flux
While Rift Flux is active, reality bends in your presence.
• Dual Reality Dice. Whenever you roll a Rift Die, roll two and use either result.
• Warp-Hardened Mind. You gain resistance to force and psychic damage.
• Lattice of Sanity. You and allies of your choice within 30 feet gain a bonus to saving throws equal to your Intelligence modifier.
• Entropic Spellcraft. Once per turn when you deal damage with a spell, add your Rift Die to one damage roll of the spell.
Flux Overload
When Rift Flux ends, the strain erupts outward.
• You gain one level of exhaustion.
• Your remaining Rift Dice drop to 0.
Rift Dice
ou gain Rift Dice equal to your Intelligence modifier (minimum 1).
You regain all expended Rift Dice when you finish a short or long rest.
Your Rift Die scales with your wizard level:
• 1–4: {{dice:1d6}}
• 5–10: {{dice:1d8}}
• 11–16: {{dice:1d10}}
• 17+: {{dice:1d12}}
Whenever you expend a Rift Die, choose one effect:
Rift Surge.
As a bonus action, roll your Rift Die. You gain a bonus to AC equal to the result until the start of your next turn.
Blink Slip.
As a bonus action, roll your Rift Die and teleport a distance equal to 5 × the number rolled (minimum 5 feet).
Aegis Projection.
When an ally within 30 feet is targeted by an attack, you may use your reaction to roll a Rift Die. The ally gains a bonus to AC equal to the roll against that attack.
Distortion Vitality.
As an action, roll a Rift Die. Creatures you choose within 30 feet gain temporary hit points equal to twice the result.
Shatter
henever you expend your final Rift Die and your total reaches 0, you suffer a Shatter effect.
Shatter Table (d6):
1 — Fractal Spiral. You are stunned until the end of your next turn.
2 — Rift Backlash. You take force damage equal to {{scaledamage:2*level}} (twice your wizard level).
3 — Maddening Whispers. You are frightened of the nearest creature until the end of your next turn.
4 — Spatial Slip. You teleport 30 feet in a random direction and land prone.
5 — Entropic Drain. Until the end of your next turn, you cannot take reactions and have disadvantage on concentration checks.
6 — Void Glimpse. You gain advantage on your next attack roll or saving throw, then take {{dice:1d6}} psychic damage.
Temporal Slip
Slip-Step.
You gain Extra Attack. You may replace one of the attacks with casting a wizard cantrip.
Stability Anchor.
You add intelligence modifier to Constitution saving throws made to maintain concentration.
Level 3: Rift Initiate
Rift-Warped Defense.
Your AC equals 13 + {{modifier:intelligence}} while you are not wearing heavy armor and not wielding a two-handed weapon.
Rift-Touched Training.
You gain proficiency with martial weapons. You cannot wield heavy or two-handed weapons using these proficiencies.
Alien Communion.
You learn Deep Speech and gain telepathy out to 30 feet.
Voided Rift Form
Gravitic Collapse.
As an action, choose a point within 60 feet. Creatures of your choice within 10 feet must succeed on a Strength saving throw (DC {{savedc:intelligence}}) or be pulled up to 10 feet toward the center and take force damage equal to the total rolled.
Harmonic Shielding.
As a reaction when you or an ally within 60 feet takes damage, roll the two Rift Dice. The target gains a barrier absorbing damage equal to the total + {{modifier:intelligence}} until the start of your next turn.
Phase Ripple.
As a bonus action, create a 15-foot-radius rippling distortion within 60 feet. Enemies that start their turn in the area take force damage equal to the two Rift Dice rolled. The area is difficult terrain for enemies but normal terrain for allies.
Paragon of Rupture
• You regain all expended Rift Dice.
• You enter Rift Flux for 1 minute.
You cannot use this feature again until you finish a long rest.
Level 14: Rift Flux
While in Rift Flux:
Dual Reality Dice.
Whenever you roll a Rift Die, roll two and choose either result.
Warp-Hardened Mind.
You gain resistance to force and psychic damage.
Lattice of Sanity.
You and allies you choose within 30 feet gain a bonus to saving throws equal to {{modifier:intelligence}}.
Entropic Spellcraft.
Once per turn when you deal damage with a spell, add your Rift Die to one damage roll of the spell.
When Rift Flux ends:
• You gain one level of exhaustion.
• Your remaining Rift Dice drop to 0.
Previous Versions
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