Rogue
Base Class: Rogue

A Rogue archetype focused on tearing open small, instantaneous rifts in space. Riftblades use portals to ambush foes from their blind spots, reposition allies safely across the battlefield, and vanish in the blink of an eye when struck.

Rift Walk

You gain the ability to tear open small, instantaneous tears in space. As a Bonus Action, or as part of the Cunning Action you use to Dash or Disengage, you can open a pair of linked portals.

Placement: One portal appears in an unoccupied space within 5 feet of you, and the other appears in an unoccupied space within 30 feet of you that you can see.

Movement: Until the end of your current turn, you can move through one portal to instantly emerge from the other. Doing so costs 5 feet of your movement.

Range Increase: The maximum distance between the portals increases to 60 feet when you reach 11th level in this class.

Reactive Phase

Your reflex for spatial jumping allows you to slip away from danger in the blink of an eye. When you take damage from a source you can see, you can use your Reaction to instantly drop a portal beneath yourself. You teleport up to 30 feet to an unoccupied space you can see, and you gain Resistance against the damage of the triggering attack.

Rift Mastery

You have achieved flawless control over the void, allowing you to chain portal strikes effortlessly. You gain the following benefits:

Lingering Rifts: Your Rift Walk portals now last until the start of your next turn, allowing you to use them for your Reaction features between turns.

Flurry of Portals: Once per turn when you hit a creature using your Portal Strike feature, you can immediately teleport to the other portal's location without expending movement and make one additional melee weapon attack against a different target within your reach.

Portal Strike

You have learned to ambush foes through spatial rifts. You gain the following benefits:

Blind Spot Attack: If you place a portal from your Rift Walk feature in a space directly behind or adjacent to a creature, you have Advantage on the next melee attack roll you make against that creature on the current turn, allowing you to use your Sneak Attack if you hit.

Rift Reach: When you make a melee weapon attack, you can strike through your portals. If you are adjacent to one portal, you can target a creature adjacent to the other portal.

Spatial Dislocation

You can now force other creatures through your rifts, disrupting your enemies or rescuing your allies. As an Action, or as a Reaction when a creature moves into a space within 5 feet of one of your portals, you can attempt to teleport them:

Willing Creature: A willing creature is instantly teleported to the unoccupied space adjacent to the companion portal.

Unwilling Creature: An unwilling creature must succeed on a Charisma saving throw (DC = 8 + your Proficiency Bonus + your Dexterity modifier). On a failed save, the creature is teleported to the unoccupied space adjacent to the companion portal.

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.

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