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==Order of the Riftwalker==
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==Order of the Riftwalker - Blood Hunter Subclass==
  
 
Hunting creatures from beyond space and time, the Riftwalkers track monsters from other worlds who seek to invade ours and infiltrate our societies to dark ends. As such, they learn to chase foes across reality, prevent them from teleporting back to their far-away homes, and even chase down those that do teleport away, following them across the planes. However, these shadowed warriors do so at the cost of consuming themselves even more than other Blood Hunters, draining away their own life essence and often being forced to steal the life of their victims to survive their own power.
 
Hunting creatures from beyond space and time, the Riftwalkers track monsters from other worlds who seek to invade ours and infiltrate our societies to dark ends. As such, they learn to chase foes across reality, prevent them from teleporting back to their far-away homes, and even chase down those that do teleport away, following them across the planes. However, these shadowed warriors do so at the cost of consuming themselves even more than other Blood Hunters, draining away their own life essence and often being forced to steal the life of their victims to survive their own power.
  
  
===Dark Wanderer===
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===Rite of the Void===
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When you join this order at 3rd level, you learn the Rite of the Void esoteric rite. While this Rite is activate, part of the striking portion of your weapon appears to be covered in a deep, spectral blackness that is speckled with shifting points of light, as if it were a window into the night sky.
  
At 3rd level, you gain two benefits: Void Nomad and Rift Slash.  
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:'''''Rite of the Void.''''' Your rite damage is force damage.
  
'''Void Nomad:''' You have worked hard to learn the skills needed to take down your extradimensional prey, and it's paid off, at the expense of partial madness. You gain proficiency in Dexterity saving throws, but lose proficiency in Wisdom saving throws. You also gain proficiency in any one of: Stealth, Survival, or Sleight of Hand. If you already have proficiency in all of these skills, you gain proficiency in one skill of your choice.
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While the rite is active, you gain the following benefits:
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*You gain resistance to force damage.
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*Your weapon deals one additional hemocraft die of rite damage when you hit a fey, fiend, celestial, elemental, or aberration.  
  
'''Rift Slash:''' Your blood magic allows you to step across space, at a cost. Each round while your Crimson Rite is active on a melee weapon in your grasp, you can choose at the beginning of your turn to take damage equal to your own Crimson Rite damage in order to activate this ability; This damage, known as your Void Sacrifice, cannot be avoided or reduced in any way, and is unaffected by your Blood Maledict class feature. Until the beginning of your next turn, you can make a Rift Slash immediately before or immediately after any single melee attack made with your Crimson Rite weapon (Be it with the Attack action or an Attack of Opportunity). This Rift Slash allows you to teleport up to 5ft per point of your Void Sacrifice for the round; You may reduce the distance traveled as desired, but this does not reduce the damage you took. This allows you to close a gap before an attack, or create one after you attack. You may only use Rift Slash once per round.
 
  
::At 15th level, Rift Slash is no longer limited to once per round, but the total distance you may travel in a round remains the same - Instead, this allows you to break up your teleport, allowing you finer control over where you end up, and allowing you to better attack and retreat.
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===Riftwalking===
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Beginning at 3rd level, your blood magic allows you to step across space, at a cost, using a special technique called Riftwalking, which earned the Order their name.
  
===Shattering Void===
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====Rift Points====
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You can gain a resource known as Rift Points, representing cosmic force gathered by your hemocraft. While you have Rift Points remaining, a glittering, dark smoke swirls around you, not unlike a billowing glimpse into the starry night sky. When you lose hit points to a roll of your Hemocraft die (Such as when you activate your Crimson Rite, or when you activate your ''Void Sacrifice''), you gain 1 Rift Point for every hit point lost to the die. You can have an unlimited number of Rift Points at any given time, but all of your remaining Rift Points vanish at the beginning of your turn, unless otherwise specified.
  
At 7th level, you gain three benefits - Anchoring Strike and Shadow Recall.
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====Void Sacrifice====
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Each round while your Crimson Rite is active on a melee weapon in your grasp, you can choose, at the beginning of your turn, to activate your ''Void Sacrifice'' - In doing so, you lose hit points equal to one roll of your Hemocraft die. ''Void Sacrifice'' occurs before any other event that would occur at the beginning of your turn.
  
'''Anchoring Strike:''' When you successfully strike a foe with a weapon bearing your Crimson Rite, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or be unable to use any teleportation or plane-shifting ability it has for 1 round. If it attempts to do so while under the effects of this ability, you heal a number of hit points equal to one roll your Crimson Rite damage dice.  
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====Rift Step====
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You can use your cosmic energy to cut, puncture or crack the fabric of space momentarily, just enough for you to slip through. Immediately before or immediately after any single melee attack made with your Crimson Rite weapon (Be it with the Attack action or an Attack of Opportunity), you can choose to spend any number of Rift Points - Up to your current total - To make a ''Rift Step''. This ''Rift Step'' allows you to teleport to an unoccupied space you can see, provided that space is within 5ft for every Rift Point you spent to activate that ''Rift Step''. This allows you to close a gap before an attack, or create one after you attack. You may only use ''Rift Step'' once per round.  
  
::At 11th level, Anchoring Strike now also hinders Conjuration and summoning-type abilities, forcing the target to make a Wisdom saving throw. If they fail the save, the ability fails and you are healed by it as if it were a teleportation effect. If they succeed, the ability takes effect as normal.
 
  
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===Brand of the Shadowstealer===
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At 7th level, when a target under the effects of your ''Brand of Castigation'' attempts to teleport, leave their current plane, or summon a creature, you siphon off a bit of that power to fuel your own teleportation - You gain a number of Void Points equal to one roll of your Hemocraft die, which last until the beginning of the branded creature's next turn if you do not spend them before then.
  
'''Shadow Recall:''' While under the effects of your Void Sacrifice, you can choose to use your bonus action to teleport back to your location at the beginning of this round, or the end of the previous round. In doing so, you take 1 point of damage (Of the same type as your Crimson Rite damage, which cannot be reduced or avoided in any way) for every 5ft traveled in this manner, and are stunned until the beginning of your next turn.
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:At 13th level, your ''Brand of Tethering'' also prevents the target from summoning creatures in the same manner that it prevents teleportation and plane-shifting. Additionally, each time a creature takes damage from your ''Brand of Tethering'', you can choose for that damage to be Psychic or Force damage, and you regain a number of hit points equal to the damage dealt.
  
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===Shadow Recall===
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At 7th level, when lose hit points to a roll of your Hemocraft die, you can choose to mark your current location. At the end of your turn, you automatically teleport back to this marked location, and are Restrained until the beginning of your next turn, even if you are otherwise immune to the Restrained condition. If the marked location is somehow occupied by a creature or solid object when you teleport back to it, you are shunted to the nearest unoccupied space, taking 1d10 points of Force damage and being Stunned until the beginning of your next turn, even if you are otherwise immune to the Stunned condition.
  
===Umbral Hunter===
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If you have shifted to a different plane since you marked a location with your ''Shadow Recall'', you still return to the marked location on that plane, but because you crossed planar boundaries so violently, you are automatically Paralyzed until the beginning of your next turn, even if you are otherwise immune to the Paralyzed condition, and you gain 1 level of Exhaustion.
  
At 11th level, you gain two benefits - Avoidance and Inescapable Fate.
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Additionally, whenever you lose hit points to a roll of your Hemocraft die, you can choose to increase the number of hit points lost - And consequentially, the number of Rift Points you gain - By an additional roll of your Hemocraft die.
  
'''Avoidance:''' While under the effects of your Void Sacrifice, whenever you succeed a Dexterity saving throw, or someone fails their Attack Roll against you while making an Attack of Opportunity, you may choose to teleport 5 feet in any direction. You take 1 point of damage (Of the same type as your Crimson Rite damage, which cannot be reduced or avoided in any way) as part of this movement.
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===Umbral Hunter===
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When your agility is tested, you can warp reality slightly to put more space between you and your assailant. At 11th level, while you have Rift Points remaining, whenever you succeed a Dexterity saving throw, or someone fails their Attack Roll when making an Attack of Opportunity against you, you may choose to spend 1 Rift Point to teleport 5 feet in any direction, to an unoccupied space you can see.
  
'''Inescapable Fate:''' Once per long rest, you may use your action to teleport directly to a single target of your Consuming Rift or Blood Curse via your Rift Slash class feature, no matter where they are. This can be done even if they teleport or plane shift, but this must be done within 1 round of their departure. If used in conjunction with this ability, your Shadow Recall allows you to teleport to your location when you used this ability, if done within ten rounds of using Inescapable Fate, but deals damage equal to your class level and paralyzes you until the end of your next turn in place of its normal self-harm and stun, and prevents you from using Shadow Recall, Rift Slash or Avoidance at all until you finish a short or long rest.
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Additionally, your blood curse can distort space to remove the distance between you and your foe. You gain the [[/Blood Curse of the Inescapable Hunter | Blood Curse of the Inescapable Hunter]] for your Blood Maledict feature. This does not count against your number of blood curses known.
  
 
===Endless Night===
 
===Endless Night===
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You are everywhere and nowhere at once, like a storm of shadows flickering about, endlessly twisting in shadow. At 15th level, when you deal rite damage to a creature, you gain Rift Points equal to the damage dealt. Additionally, you can choose to be invisible to those attempting to perceive you with Darkvision.
  
At 15th level, you gain two benefits - Entropic Surge, and Nightstalker.
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Finally, Rift Step can be used an unlimited number of times per round. This allows you to break up your teleportation, giving you finer control over where you end up, and allowing you to better attack and retreat.
  
'''Entropic Surge:''' When a target under the effects of one of your Blood Curses is dealt the killing blow with a melee weapon bearing your Crimson Rite, you can expend one of your Hit Dice to instantly regain one use of your Blood Curse ability. You can no healing from expending this hit dice, but it remains expended as if you'd used it for healing, until you take a long rest to regain it.  
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===Soul of the Void===
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When you slip into the void, you can steal power from it and surge back to your feet. At 18th level, when you have to make a death saving throw at the start of your turn, you can instead choose rise from the ground in a storm of starry cosmic energy. Each creature of your choice that is within 30 feet of you takes Force damage equal to two rolls of your Hemocraft die + your Wisdom modifier. You regain hit points - And gain Rift Points - Equal to the total amount of damage dealt by this ability, and stand up if you so choose.
  
'''Nightstalker:''' You can choose to be invisible to those attempting to perceive you with Darkvision. Likewise, Inescapable Fate can now be used once per short rest, rather than once per long rest.
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Once you use this feature, you can’t use it again until you finish a long rest.
  
===Soul of Black Rage===
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==Blood Curse of the Inescapable Hunter==
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'''Prerequisite:''' 11th level, Order of the Riftwalker
  
At 18th level, when you have to make a death saving throw at the start of your turn, you can instead choose rise from the ground in a storm of black energy. Each creature of your choice that is within 30 feet of you takes Psychic damage equal to 2d8 + your Wisdom modifier, and is subject to the damage of your Consuming Rite class feature (But not any associated weapon) as if you had struck them. You regain hit points equal to the total amount of damage dealt by this ability, and stand up if you so choose.
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'''Effect:''' You can use your hemocraft to follow a target, no matter its means of escape. When a target you can see within 60ft attempts to teleport, you can use your Reaction to activate this blood curse. If you do so, at the beginning of your next turn, you teleport to an unoccupied space of your choice adjacent to the creature, and make a single weapon attack against that creature.  
  
Once you use this feature, you can’t use it again until you finish a long rest.
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:When a target you can see within 60ft of you, that is under the effects of your ''Brand of Castigation'', attempts to shift to a different plane of existence, you can use your Reaction to activate this Blood Curse. If you do so, at the beginning of your next turn, the curse transports you to an unoccupied space of your choice adjacent to the creature, on that plane of existence, supernaturally grants you the ability to survive and act unhindered by the conditions of the plane until the end of your next turn, and allows you to make a single weapon attack against that creature.
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'''Amplify:''' If the attack granted to you by this blood curse lands, the target must make a Wisdom saving throw against your Hemocraft save DC. If it fails, at the end of your next turn, it is teleported to an unoccupied space of your choice adjacent to you. If the target is under the effects of your ''Brand of Castigation'', this teleportation can transport the creature to the same plane as you.
  
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<pre>
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Author's Note
  
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This blood curse is incredibly useful on its own, but using it in combination with Shadow Recall makes it especially potent, allowing you to follow the target to their destination, attack them, complete a full turn of actions and movement, and then return to the location at which you started your turn. On top of that, if you Amplify the curse, the attack lands, and the target fails its save, you can pull the target back to that location with you. This functions across planar boundaries if the target is branded by your Brand of Castigation when it commences its transportation.
  
==Additional Riftwalker Options==
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<!--==Additional Riftwalker Options==
 
The following options are only available to Blood Hunters who chose the Order of the Riftwalker.
 
The following options are only available to Blood Hunters who chose the Order of the Riftwalker.
  
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Likewise, whenever they are subject to magical healing or magic damage, they may choose to transfer half of it to you by making a successful Wisdom save at the same DC; If they fail, they take the damage as normal.
 
Likewise, whenever they are subject to magical healing or magic damage, they may choose to transfer half of it to you by making a successful Wisdom save at the same DC; If they fail, they take the damage as normal.
  
If the target succeeds any three Wisdom saves in a row against this ability, the Bloodlink ends and they are immune to the ability for 24 hours. Targets can willingly fail their saving throw at any time.
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If the target succeeds any three Wisdom saves in a row against this ability, the Bloodlink ends and they are immune to the ability for 24 hours. Targets can willingly fail their saving throw at any time.-->

Revision as of 03:19, 12 November 2020


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Author: Zhenra-Khal (talk)
Date Created: 5/30/2018
Status: Complete
Editing: Discuss on talk page first.
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Order of the Riftwalker - Blood Hunter Subclass

Hunting creatures from beyond space and time, the Riftwalkers track monsters from other worlds who seek to invade ours and infiltrate our societies to dark ends. As such, they learn to chase foes across reality, prevent them from teleporting back to their far-away homes, and even chase down those that do teleport away, following them across the planes. However, these shadowed warriors do so at the cost of consuming themselves even more than other Blood Hunters, draining away their own life essence and often being forced to steal the life of their victims to survive their own power.


Rite of the Void

When you join this order at 3rd level, you learn the Rite of the Void esoteric rite. While this Rite is activate, part of the striking portion of your weapon appears to be covered in a deep, spectral blackness that is speckled with shifting points of light, as if it were a window into the night sky.

Rite of the Void. Your rite damage is force damage.

While the rite is active, you gain the following benefits:

  • You gain resistance to force damage.
  • Your weapon deals one additional hemocraft die of rite damage when you hit a fey, fiend, celestial, elemental, or aberration.


Riftwalking

Beginning at 3rd level, your blood magic allows you to step across space, at a cost, using a special technique called Riftwalking, which earned the Order their name.

Rift Points

You can gain a resource known as Rift Points, representing cosmic force gathered by your hemocraft. While you have Rift Points remaining, a glittering, dark smoke swirls around you, not unlike a billowing glimpse into the starry night sky. When you lose hit points to a roll of your Hemocraft die (Such as when you activate your Crimson Rite, or when you activate your Void Sacrifice), you gain 1 Rift Point for every hit point lost to the die. You can have an unlimited number of Rift Points at any given time, but all of your remaining Rift Points vanish at the beginning of your turn, unless otherwise specified.

Void Sacrifice

Each round while your Crimson Rite is active on a melee weapon in your grasp, you can choose, at the beginning of your turn, to activate your Void Sacrifice - In doing so, you lose hit points equal to one roll of your Hemocraft die. Void Sacrifice occurs before any other event that would occur at the beginning of your turn.

Rift Step

You can use your cosmic energy to cut, puncture or crack the fabric of space momentarily, just enough for you to slip through. Immediately before or immediately after any single melee attack made with your Crimson Rite weapon (Be it with the Attack action or an Attack of Opportunity), you can choose to spend any number of Rift Points - Up to your current total - To make a Rift Step. This Rift Step allows you to teleport to an unoccupied space you can see, provided that space is within 5ft for every Rift Point you spent to activate that Rift Step. This allows you to close a gap before an attack, or create one after you attack. You may only use Rift Step once per round.


Brand of the Shadowstealer

At 7th level, when a target under the effects of your Brand of Castigation attempts to teleport, leave their current plane, or summon a creature, you siphon off a bit of that power to fuel your own teleportation - You gain a number of Void Points equal to one roll of your Hemocraft die, which last until the beginning of the branded creature's next turn if you do not spend them before then.

At 13th level, your Brand of Tethering also prevents the target from summoning creatures in the same manner that it prevents teleportation and plane-shifting. Additionally, each time a creature takes damage from your Brand of Tethering, you can choose for that damage to be Psychic or Force damage, and you regain a number of hit points equal to the damage dealt.

Shadow Recall

At 7th level, when lose hit points to a roll of your Hemocraft die, you can choose to mark your current location. At the end of your turn, you automatically teleport back to this marked location, and are Restrained until the beginning of your next turn, even if you are otherwise immune to the Restrained condition. If the marked location is somehow occupied by a creature or solid object when you teleport back to it, you are shunted to the nearest unoccupied space, taking 1d10 points of Force damage and being Stunned until the beginning of your next turn, even if you are otherwise immune to the Stunned condition.

If you have shifted to a different plane since you marked a location with your Shadow Recall, you still return to the marked location on that plane, but because you crossed planar boundaries so violently, you are automatically Paralyzed until the beginning of your next turn, even if you are otherwise immune to the Paralyzed condition, and you gain 1 level of Exhaustion.

Additionally, whenever you lose hit points to a roll of your Hemocraft die, you can choose to increase the number of hit points lost - And consequentially, the number of Rift Points you gain - By an additional roll of your Hemocraft die.

Umbral Hunter

When your agility is tested, you can warp reality slightly to put more space between you and your assailant. At 11th level, while you have Rift Points remaining, whenever you succeed a Dexterity saving throw, or someone fails their Attack Roll when making an Attack of Opportunity against you, you may choose to spend 1 Rift Point to teleport 5 feet in any direction, to an unoccupied space you can see.

Additionally, your blood curse can distort space to remove the distance between you and your foe. You gain the Blood Curse of the Inescapable Hunter for your Blood Maledict feature. This does not count against your number of blood curses known.

Endless Night

You are everywhere and nowhere at once, like a storm of shadows flickering about, endlessly twisting in shadow. At 15th level, when you deal rite damage to a creature, you gain Rift Points equal to the damage dealt. Additionally, you can choose to be invisible to those attempting to perceive you with Darkvision.

Finally, Rift Step can be used an unlimited number of times per round. This allows you to break up your teleportation, giving you finer control over where you end up, and allowing you to better attack and retreat.

Soul of the Void

When you slip into the void, you can steal power from it and surge back to your feet. At 18th level, when you have to make a death saving throw at the start of your turn, you can instead choose rise from the ground in a storm of starry cosmic energy. Each creature of your choice that is within 30 feet of you takes Force damage equal to two rolls of your Hemocraft die + your Wisdom modifier. You regain hit points - And gain Rift Points - Equal to the total amount of damage dealt by this ability, and stand up if you so choose.

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

Blood Curse of the Inescapable Hunter

Prerequisite: 11th level, Order of the Riftwalker

Effect: You can use your hemocraft to follow a target, no matter its means of escape. When a target you can see within 60ft attempts to teleport, you can use your Reaction to activate this blood curse. If you do so, at the beginning of your next turn, you teleport to an unoccupied space of your choice adjacent to the creature, and make a single weapon attack against that creature.

When a target you can see within 60ft of you, that is under the effects of your Brand of Castigation, attempts to shift to a different plane of existence, you can use your Reaction to activate this Blood Curse. If you do so, at the beginning of your next turn, the curse transports you to an unoccupied space of your choice adjacent to the creature, on that plane of existence, supernaturally grants you the ability to survive and act unhindered by the conditions of the plane until the end of your next turn, and allows you to make a single weapon attack against that creature.

Amplify: If the attack granted to you by this blood curse lands, the target must make a Wisdom saving throw against your Hemocraft save DC. If it fails, at the end of your next turn, it is teleported to an unoccupied space of your choice adjacent to you. If the target is under the effects of your Brand of Castigation, this teleportation can transport the creature to the same plane as you.

Author's Note

This blood curse is incredibly useful on its own, but using it in combination with Shadow Recall makes it especially potent, allowing you to follow the target to their destination, attack them, complete a full turn of actions and movement, and then return to the location at which you started your turn. On top of that, if you Amplify the curse, the attack lands, and the target fails its save, you can pull the target back to that location with you. This functions across planar boundaries if the target is branded by your Brand of Castigation when it commences its transportation.

AuthorZhenra-Khal +
ClassBlood Hunter +
Identifier5e Subclass +
RatingUnrated +
SummaryYou warp space and time to consume your foes, but are just as at risk of being consumed. +
TitleOrder of the Riftwalker +