Base Class: Rogue
A Rift Cutter uses unique innate magic within them that is in tune with the ebb and flow of space-time. This unique magic manifests itself in the form of a weapon of their choice. This weapon lets you harness this inner magic to cut rifts in the fabric of space to teleport. This magic lets you distort the fabric of reality, to appear where you are unwanted, and escape undetected.
Reading the Weave
When you choose this archetype at 3rd level, you gain proficiency in Arcana checks
In addition, when you make an arcana check, double your proficiency bonus before adding it to your roll.
Cutting a Rift
Starting at 3rd level, rather than moving on your turn, you can teleport a distance no greater than your movement speed to an unoccupied space you can see. If the space is next to a creature, you gain advantage on any attack rolls against the creature this turn while in melee. You do not provoke opportunity attacks when rifting towards a location. You may use this feature a number of times equal to your Intelligence modifier per short rest. At level 6, as a bonus action, if you dealt damage the turn you rifted, you can dash back through the portal, and appear up to half your movement in any direction you wish. Enemies can make opportunity attacks on the return, but they are made at disadvantage.
Rift Weapon
You transform a weapon into a rift weapon that allows you to cut rifts to move through. The weapon looks normal at a glance but is made out of what looks like pure, arcing energy. This energy is in tune with you and can manifest in any color/ design. If a rift weapon is lost, destroyed, or you wish to have a different rift weapon, you can take a short rest to manifest your magical energy into a new weapon transforming it. Your weapon must be a melee weapon. You can spend a short or long rest channeling your energy through the blade changing that weapon into your rift weapon. Your blade deals additional damage after all rift charges are used. Add your int mod to weapon damage rolls when using a rift weapon after all uses of cutting a rift are expended. At level 17, you add your INT mod to all weapon damage rolls.
Jagged Portal
Starting at 9th level, once per long rest, you can cut a larger and more stable rift. You can expend one rift charge to leave behind a portal that allows creatures and objects to move between them. You can create the portal within a range of 200 feet, and you must have a line of sight. The portal functions as if you had cast the arcane gate spell with the first opening where you cut the rift, and the second where you teleported. The portals last for one minute unless shut down. You can use an action to close the portals. When a portal is closed within melee range of an enemy, they must make a Dexterity saving throw or take 3d8 force damage. When you cut the rift, you are immediately shunted through the portal, and have advantage on stealth checks for 1 round after exiting.
Teleportation Adept
By 13th level, you have learned enough about the workings of the space magic you wield to be able to cast Teleportation once per long rest.
Rift Mastery
When you reach 17th level, you have become a master of the rifts. Once per long rest, you can use an action to create an extradimensional space accessed through a portal you create on a flat surface you can see. Creatures large and smaller can enter. The portal leads to a space 40x40 made of the same material your rift weapon is made out of. After 8 hours, any living creature is ejected. As an action, you can eject any creature out of the rift if they fail a DC 16 CON save. If they fail they take 5d10 force damage and are ejected, if they succeed, they take 1/2 that and remain inside. In addition, you can cut an unlimited amount of rifts. You also add your INT modifier to all weapon damage rolls made with your rift weapon.
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