Fighter
Base Class: Fighter

Veilwalkers are warriors who have torn aside the edges of reality and learned to fight through the cracks. They blur across the field in flickers of light, vanishing between swings, their blades cutting through space itself. Fueled by extraplanar energy, they bend the veil between worlds to strike from impossible angles, trap foes mid-teleport, and unleash devastating storms of rift-born power. To face a Veilwalker is to fight the air itself—and lose.

Riftstride

Beginning when you choose this archetype at 3rd level, your connection to the planes allows you to sense planar disturbances and step through the fabric of space. You gain the following features:

Veil Sense. As a bonus action, you can detect the presence of any active portal, extraplanar creature, or planar anomaly within 30 feet of you until the start of your next turn.

Planar Step. When you take the Attack action, you can teleport up to 15 feet to an unoccupied space you can see before or after one of your attacks.

You can use this feature a number of times equal to your proficiency bonus per short or long rest.

Warp Strike

At 7th level, you’ve learned to strike through the rifts you open. When you make a melee weapon attack, you can choose to have it originate from any space you can see within 15 feet of you.

Veil Burst

Also at 7th level, you can charge your attacks with volatile planar energy. When you hit a creature with a melee weapon attack, you can expend one use of your Planar Step feature to deal an extra 1d8 force damage to the target.

The extra force damage increases to 2d8 at 15th level.

Phase Anchor

At 10th level, your connection to the veil stabilizes your form and allows you to resist displacing effects. You have advantage on saving throws made against being pushed, pulled, or teleported against your will. In addition, when a creature you can see within 30 feet of you attempts to teleport or move via magical means, you can use your reaction to force it to make a Charisma saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier. On a failed save, the effect fails and is wasted.

Master of the Veil

At 15th level, your mastery of planar pathways expands your reach and control. You gain the following benefits:

  • The range of your Planar Step and Warp Strike features increase to 30 feet.
  • Once on each of your turns when you use your Veil Burst feature, you can force the target to make a Charisma saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier. On a failed save, you can teleport the creature to an unoccupied space you can see within 30 feet of you.

Riftstorm Assault

At 18th level, you unleash a flurry of rift-born strikes, overwhelming your foes in a surge of planar energy. As an action, you make up to six melee weapon attacks, dividing them among creatures of your choice that you can see within 30 feet of you as you like. You could make all six of them against one creature, or each one of them against a different creature. Each attack deals an extra 1d8 force damage on a hit.

At the end of this action, you can teleport to an unoccupied space within 5 feet of one of the targets you hit.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Previous Versions

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11/13/2025 6:31:39 PM
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