Difference between revisions of "Order of the Riftwalker (5e Subclass)"
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− | ==Order of the Riftwalker== | + | ==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. | ||
− | === | + | ===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 | 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=== | ||
+ | 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. | ||
+ | <pre> | ||
+ | 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. | ||
− | ==Additional Riftwalker Options== | + | <!--==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. | + | 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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Contents
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.