Order of the Riftwalker (5e Subclass)

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Author: Zhenra-Khal (talk)
Date Created: 5/30/2018
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Order of the Riftwalker

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 consume your enemies with the power of the hungry darkness beyond the light of existence. 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

At 3rd level, you gain two benefits: Void Nomad and Rift Slash.

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 two of: Stealth, Survival, or Sleight of Hand. If you already have proficiency in two or more of these skills, you gain 1 hp per Blood Hunter level for every proficiency you would've gained via this class feature, up to 2 HP per class level.

Rift Slash: Your blood magic allows you to step across space, at a cost. When you make an attack roll against a foe with a melee weapon bearing your Crimson Rite, you may choose to take damage equal to your Crimson Rite damage in order teleport either before or after the attack, allowing you to either close the distance with a target or retreat after attacking. You may teleport 5ft in any direction for every point of Crimson Rite damage you willingly took. This can only trigger once per round.

Shattering Void

At 7th level, you gain two benefits - Anchoring Strike and Consuming Rite.

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 a number of rounds equal to the amount of Crimson Rite damage it took from the attack; The creature can attempt another Wisdom save each round to end the effect. If it attempts to do so while under the effects of this ability, you heal a number of hit points equal to your Crimson Rite damage.

Consuming Rite: When you successfully strike a foe with a weapon bearing your Crimson Rite, you may choose to have your Rite deal no additional damage to the target. Instead, you force the target to make a Consitustion saving throw, and if they fail, a tiny tendril of smoky black voidwraps around them, draining their essence. This is known as a Consuming Rift, which lasts one round per Blood Hunter level, and deals 1 damage to the target each round. They may attempt another Constitution saving throw each round to negate the damage that round, but that does not end the effect. The rift can be dispelled, and counts as a spell of a level equal to 1/3 the Blood Hunter's levels in the Blood Hunter class, min 1. You can have more than one Rift on a single target at once, but you can only have a maximum of three Rifts in existence at any one time.

Umbral Hunter

At 11th level, you gain four benefits - Avoidance, Shadow Recall, The Void Beckons, and Inescapable Fate.

Avoidance: Whenever you succeed a Dexterity saving throw, or someone fails an Attack Roll against you, you may choose to teleport 5 feet in any direction. You take 1 point of damage as part of this movement.

Shadow Recall: You can choose to use your reaction 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 for every 5ft traveled in this manner, and are stunned until the beginning of your next turn.

The Void Beckons: Consuming Rite now heals you for an amount equal to the damage it deals every round. 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.

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.

Endless Night

At 15th level, you gain two abilities - Entropic Surge, and Nightstalker.

Entropic Surge: When a target under the effects of one of your Blood Curses dies to either your Consuming Rite or a blow from a weapon bearing your Crimson Rite, you instantly regain one use of your Blood Curse ability.

Nightstalker: You gain Darkvision out to 30ft if you do not already possess it, and can choose to be invisible to those attempting to perceive you with such a sense. Darkvision is black and white only. Additionally, your Rift Slash feature is no longer limited to once per round.

Soul of Black Rage

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 your Consuming Rite class feature 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.

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


Additional Riftwalker Options

The following options are only available to Blood Hunters who chose the Order of the Riftwalker.

Blood Curses

Blood Curse of Timeshatter

Prerequisite: Order of the Riftwalker, Shattering Void

Effect: If the target fails a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier), they are forced to roll 1d8 on the following table on your turn each round while your curse persists, enduring the effects of their roll for 1 round, until it is replaced by the result of the next roll (If any).

Table: Timeshatter Effects

Roll on a d8 Effect
1 Skip their next turn.
2 Lose their action on their next turn.
3 Lose their bonus action on their next turn.
4 Lose their reaction for 1 round.
5 Gain an additional reaction for 1 round.
6 Gain an additional bonus action on their next turn.
7 Gain an additional action on their next turn.
8 Get an extra turn's worth of actions on their next turn.

Amplify: The target has disadvantage on the d8 roll.


Blood Curse of The Quickened Sand

Prerequisite: Order of the Riftwalker, Shattering Void

Effect: The target takes 1 point of damage every round, but their speed increases by 5ft for every 10ft they already possess. A Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) is allowed each round to negate the damage, but not the speed boost.

Amplify: The damage each round is equal to your Crimson Rite damage, but the target is affected as if by the Haste spell instead of the above speed boost. The DC of the Wisdom save is also increased by +2.

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 +