Base Class: Rogue
Riftwalkers are individuals who, whether through meticulous research or otherworldly influence, have learnt how to tear rifts in reality. These rifts serve as portals; a means to travel between locations in an instant, or to manipulate items and creatures far out of one's normal reach. These teleporting scoundrels are more cunning than most, and can control the fabric of reality as easily as they handle a dagger or pick a pocket.
Rift Tear
Beginning when you choose this archetype at 3rd level, you've learnt how to create temporary rifts between locations. You gain the following abilities:
Riftslip. As an action, you tear a small rift and link it to another rift you tear in a space you can see within 30 feet of you. As part of the action you use to tear the rifts, you can make a single weapon attack, take the Search or [Tooltip Not Found] actions, or make a Dexterity (Sleight of Hand) check as if you were standing in the second rift's space.
Riftjump. As a bonus action, you tear a rift and link it to another rift you tear in an unoccupied space you can see within 60 feet of you. As part of the same bonus action you used to create the rift, you can spend 5 feet of movement to leap through it, ending up in the space occupied by the second rift.
You're the only creature who can use your rifts and any rift you tear disappears after being used once. You can use these abilities a number of times equal to your proficiency bonus per long rest.
Planar Pocket
At 9th level, you have created a small but private demiplane where you can safely store important objects and ill-gotten gains. Your Planar Pocket has infinite space for coins and loose gems, but can only hold a number of specific Tiny or Small objects equal to twice your proficiency bonus. You can deposit and withdraw objects from inside your Planar Pocket as a bonus action. If you are killed, the contents of your Planar Pocket are lost.
Improved Rifts
At 13th level, you’ve become adept at creating and utilizing rifts. The features of your Rift Tear ability improve in the following ways:
Riftslip. When you make a melee weapon attack through a Riftslip, the target takes additional force damage equal to your proficiency bonus.
Riftjump. After making a Riftjump, you are invisible until the beginning of your next turn, or until you attack or force someone to make a saving throw.
Interplanar Jump
At 17th level, you can tear rifts between planes of existence. Once per long rest, you can cast the Plane Shift spell, using Intelligence as your spellcasting ability.
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11/26/2022 4:52:47 PM
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