Base Class: Rogue
A rift walker is an uncanny like rogue that uses the rifts to teleport, gaining the upper hand with the sheer agility and nimbleness of an acrobat that can use the planes of existence. Whether using a rift to lift the keys off a guard or using it to sneak attack your enemies from a place unseen and unheard it'll be difficult to pin this rift walker down and even harder to see where they're going.
Planar Rift
At 3rd level, you can use a bonus action to create two immovable rifts, one on an open surface within your space and one on an open surface that you can see within 15 feet of you. You have advantage on Dexterity sleight of hand checks if you’re hidden and they are performed through a planar slip.
- The rifts are no more than a foot across and last until the end of your turn.
- Anything put through one rift emerges through the other.
- You may only have one Planar Slip open at a time.
- A planer slip can be seen through as if looking from that spot.
Planer Sneak
You also gain an additional way to use your Sneak Attack; you don’t need advantage on the Attack roll to use your Sneak Attack against a creature within 5 feet of your planar slip if you don’t have disadvantage on the Attack roll. All the other rules for Sneak Attack still apply to you.
Slip Walker
At 9th level, when you use your cunning action, you can create a Planar Slip to be up to 10 feet across. It costs 5 feet of movement to enter the planar rift and you are then transported to the other rift.
Dimensional Pocket
At 13th level, when you use your cunning action, you can create a dimensional pocket up to 10 feet in size that only you can enter with 5 feet of movement to stay in for a number of rounds of your choice. You can see outside the dimension but can’t interact or be interacted with by anything outside of it unless you leave or use your planar sneak feature which will then shunt you out to an unoccupied space of your choice up to 15 + (5 feet for every turn inside the pocket dimension) feet that you can see. At the end of every turn you stay in the pocket past the first, you take 1d10 force damage as the planes try to shunt you back out (this damage can’t be reduced in anyway). While inside, you become hidden.
Also, the rifts of your planar slip feature no longer require a surface.
Planer Alteration
At 17th level, when you make an attack right after using one of your rifts, you can convert all of your damage for the next attack to do force damage a number of times equal to your Dexterity modifier (minimum of 1) until you finish a short or long rest.
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