Monk
Base Class: Monk

Rift Walkers use multiple abilities to cut through reality and triumph over their enemies. Rift Walkers do not worship a deity, rather themselves as such. Rift Walkers also typically originate from one Universe, as the art is not taught anywhere else. Each Rift Walker is sent on a mission or has their own goals and values to achieve in said universe. Talk with your DM about incorporating a backstory that makes sense with this subclass, that will be your main hurdle.

 

While very similar to Echo Knights, Rift Walkers focus more on reality than potential. While Echo Knights bring out "echoes" of themselves (What the could be if their timeline was different) that can't interact with the reality the knight brought them into, Rift Walkers actually pull the dimensional fabric (nicknamed Reality Fabric) of themselves as well as locations of other realities, corrupt pieces of fabric, and have the ability to travel between realities. They do this by harnessing their ki and connecting it to the ki of their other selves in other realities/timelines. 

Far Seer

Starting at 5th level, you can temporarily exceed the limit of your range. As an action, you can take control of your gatecrash/clone. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your rift is being used in this way, it can be up to 1,000 feet away from you without being destroyed. If your Rift is damaged and destroyed you take 1d10 + prof. bonus psychic damage.

Reality Walker

At 11th level, You harness all of your ki from other realities and join them together. As an action you can spend 5 ki and enter your dimensional drift form, in which you appear as a translucent blue image of yourself and shift in and out of reality. This effect lasts for 2 minute. During the duration of this transformation you gain the following benefits:

  • You cannot interact with creatures while invisible
  • You may gain the true invisibility benefits (no action required)
  • You can become visible as a bonus action and interact with creatures as normal
  • All attacks done on the same turn you reappear gain advantage
  • All attacks done against you on the same turn you reappear gain disadvantage
  • Your movement speed increases by 15

Double Trouble

At 17th level you have mastered the ways of your rift walking 

  • When you summon a rift, you may now choose a third option "Double Trouble". Additionally you may summon 2 rifts of any matching or different type at once and control both on your initiative. 
  • Additionally your Fake-out rift no longer costs ki to cast.
  • Your Dimensional Drift also now lasts 5 minutes instead of 2. 

 

  • Rift Type: Double Trouble
  • Cost: 3 ki
  • As a bonus action, you can teleport, magically to your rift, destroying it in the process, and costing 15 feet of your movement, regardless of distance.
  • After teleporting you gain advantage on your next attack roll during your turn. 
  • The rift retains all actions you do other than the ability to create or interact with rifts. Your clone goes on your initiative. Your movement and actions are not reduced to 0 while controlling this rift form.
  • The clone cannot be beyond 45 feet of you at the end of your turn.
  • Upon destruction of the clone, whatever caused the clones destruction must make a DC 9 + Wisdom mod + prof. bonus or be blinded until the start of their next turn.

Summon Rift

At 3rd level, you can use a bonus action to magically manifest a rift of yourself in an unoccupied space you can see within 15 feet of you. This rift has two modes which you choose before summoning them. You must re-summon the rift as a bonus action to change modes.

Your rift shares your AC, but has 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. 

Mode one: Gatecrash

Cost: None


Your rift is invisible, and retains all abilities of the invisibility spell. On your turn, you can mentally command the rift to move up to 30 feet in any direction (no action required). If your rift is ever more than 30 feet from you at the end of your turn, it is destroyed.

  • As a bonus action, you can teleport, magically to your rift, destroying it in the process, and costing 15 feet of your movement, regardless of distance.
  • After teleporting you gain advantage on your next attack roll during your turn.  
  • Your Gatecrash rift can be destroyed by enemies/spells. The gatecrash cannot make saving throws and automatically fails them.

Mode Two: Fake-out

Cost: 1 ki

Your rift is an identical clone of yourself, only able to be told different by an insight check. The DC is equal to 9 + Wisdom mod + prof. bonus.

  • The rift retains all actions you do, however during this time your movement is 0 and you control the clone as if it were you, other than the ability to create or interact with rifts.
  • The clone cannot be beyond 45 feet of you at the end of your turn.
  • Upon destruction of the clone, whatever caused the clones destruction must make a DC 9 + Wisdom mod + prof. bonus or be blinded until the start of their next turn.

Previous Versions

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