Base Class: Ranger
To a Rift Runner, the material world is nothing more than a thin veil, easily stepped through or torn aside. These Rangers have spent so much time on the edges of planar boundaries—be it the Echo Planes or the chaotic Astral Sea—that their physical form has begun to lose its anchor to a single reality.
They do not simply move; they stutter. One moment, a Rift Runner is a hundred yards away, a mere silhouette against the treeline. In the space of a blink, they are gone, leaving behind only a faint shimmer in the air and the smell of ozone, only to reappear behind their prey with a blade already drawn.
Rift Runner Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Rift Runner Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Rift Runner Spells
| Ranger Level | Spell |
|---|---|
| 3rd | detect evil and good |
| 5th | misty step |
| 9th | haste |
| 13th | banishment |
| 17th | teleportation circle |
Planar Warrior
At 3rd level, you learn to draw on the energy of the Ethereal Plane to augment your attacks.
When you return from the ethereal plane, you have advantage on your first weapon attack. The next time you hit a creature with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d6 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d6.
Blink Step
Starting at 3rd level, you learn the blink spell. It counts as a Ranger spell for you and doesn't count against the number of spells you know.
You can cast blink as a bonus action without expending a spell slot. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Distant Strike
At 7th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
Ethereal March
At 11th level, you learn to step through the Ethereal Plane. You can spend one minute casting the etherealness spell with this feature, without expending a spell slot. While the spell is active, anyone targeted by it is not effected by the spells movement penalty. At higher levels you can cast it as if using a higher spell slot (8th at level 15, 9th at level 17).
Once you use this feature, you can’t use it again until you finish a long rest.
Ethereal Prowler
15th-level Ethereal Prowler feature:
Your mastery over planar boundaries allows you to vanish in the face of danger. You gain the following benefits:
Reactive Vanish: When you take damage from a creature you can see, you can use your reaction to expend a use of your Blink spell to immediately cast it. When you do so, you take no damage from the triggering attack and vanish to the Ethereal Plane. You can use this feature even if the Blink spell is already active; doing so still expends a use of the spell and allows you to ignore the damage and vanish.
Ethereal Exchange: While you are on the Ethereal Plane, you can sense the presence of your allies. When a creature you can see targets an ally within 10 feet of your "Material" location with an attack, you can use your reaction to immediately reappear in that ally's space, moving them into the ethereal plane to an unoccupied space within 5 feet of you until the start of their next turn. You become the target of the attack instead. The attacker must roll the attack with disadvantage as you suddenly materialize in their path.
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