Fighter
Base Class: Fighter

Warriors trained in the handling of creating rifts and portals, Sunder Knights walk on the borders between the planes. Most Sunder Knights learn their technique in order to protect their realm from otherworldly threats and to learn how to detect and combat dangerous rifts or portals. Others, however, may have simply learned the technique to better themselves in the art of battle, or maybe they have always had an unexplained talent for the warping of reality and accidentally learned the practice. Regardless, all Sunder Knights have one thing in common: the ability to attack from greater distances and control the movement of the battlefield.

Knowledge of the Void

At 3rd level, you gain proficiency in arcana and learn one language of your choice. 

In addition, you can cast detect magic at will, but this special use can only detect portals, rifts, interplanar travel, and other types of teleportation magic and transport.

Bend Space

Beginning at 3rd level, you have augmented your fighting style with your ability to briefly tear through space. Whenever you make a weapon attack, your range is increased by 30 ft, regardless of the weapon's normal range.

The creation of these small portals requires no action and you may choose whether you want to use them across all of your attacks for your turn or just specific ones, but the portal immediately disappears once the attack is complete and only small items may pass through (arrows, the blade of a sword, the tip of a spear, etc).  

Additionally, you can create larger portals capable of transporting targets small distances. As a bonus action, you may create a portal within 30 ft of you that can transport a medium or smaller creature or object within 30 ft of you or the portal. If the target is an unwilling creature, it must succeed on a dexterity saving throw against your Sunder DC, which is determined by 8 + proficiency + your INT modifier, or be moved to an unoccupied space within 30 ft of you or the portal. You may use this feature a number of times equal to your INT modifier (minimum of 1) and resets after a long rest. 

Beginning at 10th level, this feature resets on a short or long rest.

Rearranged Strike

Starting at 7th level, you have begun to learn more uses for your rift making abilities. As a reaction when an attack roll is made against you or against a target within 30 ft of you, you may create a portal to redirect that attack within the original attack's range from either the place of the target or within 30 ft of you. 

Also, you have mastered the use of your weapons alongside the use of your portals. Whenever you make a weapon attack utilizing your Bend Space feature, the weapon gains an additional 1d6 force damage.

Greater Rending

At 10th level, you have further mastered your control over bending space. All of your spatial features increase from 30 ft to 60 ft. 

Also, your bend space feature now resets after a short or long rest.

True Teleportation

Starting at 15th level, you have finally learned how to teleport over large distances. Once per long rest, as an action, you may teleport yourself and up to 8 willing creatures to a destination that you have previously marked. To mark a location, you must occupy that space for at least a minute. You may mark locations an unlimited number of times, but only 1 location can be marked at a time. 

In addition, your bend space feature now can work on creatures or objects size large or smaller.

Dimension Bound

At 18th level, using so much portal and teleportation magic has permanently altered you. You gain true sight with no maximum range. In addition, you can not be teleported or banished unless you allow it.

Comments

Posts Quoted:
Reply
Clear All Quotes