Base Class: Fighter
Rift Sight
3rd-level Rift Knight feature
You gain proficiency in the Arcana skill. Additionally, you gain the ability to sense tears in reality. You can sense the presence of portals or the use of conjuration magic within 120 feet of you. As your eyes adapt to the overlap of realities, you can also see into the Ethereal Plane out to this same range.
Spatial Flick
3rd-level Rift Knight feature
Tactical Blink: As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see. This distance increases to 60 feet at 7th level.
Object Recall: If you have a free hand, you can use a bonus action to teleport an object that isn't being worn that can fit into your hand you can see within 30 feet of you directly into your grip. This distance increases to 60 feet at 7th level.
Returning Strike: When you make a ranged weapon attack with a thrown weapon or ammunition, the item teleports back to your hand or quiver or weapon immediately after the attack.
Portal Strike
3rd-level Rift Knight feature
When you take the Attack action or cast a spell, you can open a brief portal next to a creature within 60 feet of you. You make your attacks through this portal as if you were standing in an unoccupied space within 60 feet of the target. The range of this ability increases to 90 feet at 10th level and 120 feet at 18th level.
Warp Reaction
7th-level Rift Knight feature
As a reaction when a creature you can see within 60 feet of you moves or makes an attack, or when you fall, you can trigger one of the following:
Redirect Attack: When a creature is hit by an attack, you can open a pair of portals to redirect the strike. You can cause the attack to miss the target and instead strike nothing, hit an object within 60 feet of you, hit another creature within 60 feet of you, or hit the original attacker. Use the original attack roll to determine if it hits the new target..
Vector Shift: When a creature moves within 60 feet of you, you briefly open a portal in its path. The creature walks through the portal and emerges in an unoccupied space of your choice within 60 feet of its original position
Slow Fall: You teleport yourself or a falling creature within 60 feet of you to the ground safely, negating all fall damage.
Ally Passage: You open a portal for a willing creature within 60 feet of you, teleporting them to an unoccupied space you can see within 60 feet of you.
Dimensional Step
10th-level Rift Knight feature
As a bonus you can teleport yourself from your current location to any other spot within 500 feet of you. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use the feature.
If you would arrive in a place already occupied by an object or a creature, the effect fails.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. At 15th level you can use this feature an indefinite amount of times without taking a short rest.
Planar Breach
15th-level Rift Knight feature
You can use a bonus action to teleport to a location known to you or another plane of existence. If the location no longer exists then the effect fails.
You can specify a target destination in general terms when you teleport to another plane of existence, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.
Alternatively, if you know the sigil sequence of a teleportation circle, this effect can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring up to eight willing creatures of your size or smaller who are carrying gear up to their carrying capacity. The creatures must be within 5 feet of you when you use this feature.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short rest. At 18th level you can use this feature an indefinite amount of times without taking a short rest.
As an action or bonus action, you can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
Master of the Threshold
18th-level Rift Knight feature
As a bonus action you can conjure a portal linking an unoccupied space you can see within 60 feet of you to a precise location on a different plane of existence or a location on the same plane of existence you're on known to you, if the location no longer exists then the effect fails. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for one minute or until you choose to end it (no action required).
The portal has a front and a back on each location where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the opposite location, appearing in the unoccupied space nearest to the portal.
Deities and other planar rulers can prevent portals created by this feature from opening in their presence or anywhere within their domains.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short rest.
Magical effects and spells cannot prevent you from teleporting, opening portals, or close your portals against your will.
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