Barbarian
Base Class: Barbarian

Dashing headlong into a bugbear captain's long-armed attack, a powerful Genasi warrior shifts out of the way at the last moment, reappearing behind him to strike a fatal blow.

A woman watches in horror as her friend is caught unawares by a vampire's shove and goes plummeting off the castle battlements. Reaching to the threads of the plane itself, she stretches out her arm in a last-ditch attempt to save them, even if it costs her dearly.

The demon prince stands leering over a half-orc, knocked prone and seemingly defeated. Unseen by the prince, the warrior smirks as he prepares to turn the tables on his foe.

Rift Ragers are barbarians whose primal ferocity taps into to the very essence of reality. The sheer force of their will renders space itself mutable, treating rock, stone and flesh as little more than a thin cloth.

This power manifests innately among some warrior clans who make their homes near natural planar rifts. Some can wield it on pure instinct, but the best among the Rift Ragers devote much of their life to training and study. The practice relies on a primeval awareness of one's surroundings, feeling the minute changes in the miniscule gravitational forces that every being exerts. More than intellectual, this sensation is nearly spritual, as it necessitates recognizing one's place in the fullness of creation. 

The most powerful among Rift Ragers hardly seem to be "raging" when they fight — their determination becomes a cool, collected force bent on defeating their enemies by staying two steps ahead of them. Some can even use their powers outside of battle, replicating teleportation and other spatial magics associated with arcane practices. 

Would the marauder attacks never stop?  Week after week, they sent bandits barely older than teenagers to murder and steal what little they could. The town's protector did what he had to, yes, but he nearly felt pity for them at this point. What was it that drove them to such desperation?

His thinking was interrupted by a fresh-faced ne'er-do-well cresting over the palisade. Just as their feet thudded into the dirt, they ran forward brandishing a twiggy spear.

"Your money or your life!"

Grizzled and war-tired, the warrior teleported behind his enemy with a sigh.

"Nothing personal, kid."

Warp Strike

When you choose this path at 3rd level, you can teleport yourself short distances to augment your attacks. You learn the misty step spell, which you may cast a number of times equal to your proficiency bonus. You cast this spell innately, using your Constitution modifier, and it ignores the restriction against casting spells while raging. You regain all uses after completing a short rest.

Whenever you cast misty step as a bonus action, you have advantage on the next attack you make before the end of your turn. Additionally, if any attack made before the end of your turn hits, it deals an extra 1d6 force damage. This damage increases as you gain levels in the barbarian class — to 2d6 at 11th level, and 3d6 at 17th level. 

You may also choose to forgo the advantage and extra damage, instead adding twice your proficiency bonus to the next Dexterity (Acrobatics) or Strength (Athletics) check you make. If the skill you would use already benefits from this effect, you instead gain an increase equal to your proficiency bonus.

Substitution

When you use Warp Strike, you may select a space occupied by another willing creature that is size Large or smaller and swap places with them. You may choose to grant the associated benefits of Warp Strike to yourself or the substituting creature.

If you or the targeted creature would be too large to occupy the space that the other was previously in, you are harmlessly shunted to the nearest unoccupied space. However, this can result in creatures having to make Dexterity saving throws to avoid falling damage: for example, if a Medium creature used Substitution to stand on a Small cliff ledge that was previously occupied by a Small creature. If there is open space in which to stand directly adjacent to such a ledge, that option takes priority.

Improved Rifts

The range for your Warp Strike feature increases to 60 ft. This increase also applies to the Substitution feature.

Additionally, you may use Substitution on two creatures other than you. In this case, you cannot benefit from the effects of Warp Strike, but must choose to grant them to one of the creatures you have moved.

Planar Essence

Your immersion in the forces of the planes has attuned your body to the nature of physical existence. To you, the borders of reality no longer seem harsh and defined, but flowing, like where a stream meets the shore.

While raging, you have resistance to force damage. Additionally, even while not raging, you are resistant to damage caused by planar shunting (such as at the end of a botched etherealness spell or complications from a teleport). Damage from such sources cannot reduce you to 0 hit points — if it would, you are instead reduced to 1 hit point.

Rift Master

Your powers have reached near enlightenment. Like a heavy weight cracking a support, like a gravity well exceeding the constraints of the fabric of space time, you have experienced breakthroughs that take all of your abilities to the next level. It seems so simple, now that you're on the other side of it. Like a string made to touch end-to-end.

  • When you appear in an unoccupied space using Warp Strike, you may forgo the bonus damage for your next attack that hits,  instead dealing the same amount of force damage to creatures of your choice within 10 ft. of your new space
  • You have also learned to wield Substitution against unwilling targets. Such a creature must make a Constitution saving throw against your ability save DC (8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature is teleported to the space you previously occupied, and you may grant an allied creature within 5 ft. of that space the benefits of your Warp Strike feature. If the targeted creature makes a successful save, you may choose to use Warp Strike as normal — if you do not, one use of that ability is lost.
  • If you roll initiative with no uses of Warp Strike remaining, you regain a number of uses equal to half your proficiency bonus, rounded down.
  • Additionally, once per long rest, when you are not raging, you may cast the teleport spell. If you must roll for complications, you may roll twice and choose which result takes effect.

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