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 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

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 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.

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.

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.

Shattering Void

At 7th level, you gain three benefits - Anchoring Strike and Shadow Recall.

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.

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.


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.


Umbral Hunter

At 11th level, you gain two benefits - Avoidance and Inescapable Fate.

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.

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 benefits - Entropic Surge, and Nightstalker.

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.

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.

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 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.

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

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). The curse lasts for 1 minute, or until dismissed or broken.

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 (Of the same type as your Crimson Rite damage, that cannot be reduced in any way), 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. If the target succeeds any three Wisdom saves in a row against this ability, the damage from the Curse ends (But not the speed increase or Haste) and they are immune to the damage part of this curse for 24 hours or until they finish a short rest.


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.


Blood Curse of Frozen Renewal

Prerequisite: Order of the Riftwalker

Effect: The target of the curse is healed for 1 point of damage per round (Up to half of their maximum hit points), but has their movement reduced by 5ft for every 10ft of speed they have. A Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) is allowed each round to negate the slow, but not the healing. If the target succeeds any three Wisdom saves in a row against this ability, the speed reduction or Slow ends (But not the healing) and they are immune to the slow part of this curse for 24 hours or until they finish a short rest.

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


Blood Curse of Moment Stop

Prerequisite: Order of the Riftwalker, Grim Psychometry

Effect: You freeze time for a target for one round. They are Stunned, and all damage, healing and effects applied to them are delayed for 1 round. They can make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) to negate the effect.

Amplify: The target is Paralyzed instead of Stunned, and the DC of the save increases by +2.


Feats

Moment Of Midnight Clarity

Prerequisite: Order of the Riftwalker, Blood Hunter level 8

Benefit: You can, once per long rest, spend a full uninterrupted minute meditating. If you complete the meditation without disturbance, you take damage equal to three rolls of your Crimson Rite damage die, but recover your Blood Hunter abilities as if you had just finished a short rest. You gain no other benefits of a short rest, such as expending hit dice, recovering spells, or recovering abilities from other classes.

Other Blood Hunter Options

New feats and curses available to all Blood Hunters.

Blood Curses

Blood Curse of the Consuming Rite

Prerequisite: Level 5

Effect: Activating this curse changes your Crimson Rite, causing it to slowly consume those wounded by it. For up to one minute after activating this curse, whenever you successfully strike a foe with a weapon bearing your Crimson Rite, your Rite will 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 void wraps around them, draining their essence. This is known as a Consuming Rift, which lasts one round per Blood Hunter level, and deals 1 damage (Of the same type as your Crimson Rite 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.

Additional attacks created additional rifts; You can have more than one Rift in existence at once, including more than one on a single target at once, but you can only have a maximum of 5 Rifts in existence at any one time. The damage from multiple Rifts present on a single target stacks, but only triggers a single save per round to negate the damage from all present Rifts that round.

Amplify: You are healed for an amount equal to the amount of damage dealt by the Consuming Rifts (Up to a maximum of one quarter of your maximum hit points), and the Rifts will jump to the closest enemy within 30ft, if the target of the Rift dies before the Rift's duration is over.


Blood Curse of Runic Blast

Prerequisite: Level 5

Effect: You turn your curse into a blast of magic damage. You can hurl the blast anywhere within 60 feet, and it explodes in a 10-ft-radius sphere, dealing damage equal to your Crimson Rite dice. Those within the blast are allowed a Dexterity save (DC equal to 8 + your proficiency bonus + your Wisdom modifier) for half damage.

Amplify: The damage increase to be equal to one roll of your Crimson Rite die for every Blood Curse you know other than this one, with a maximum of 5 dice; And the radius of the blast increases to 20ft.


Blood Curse of the Sanguine Shield

Prerequisite: Level 5

Effect: Grant one target within 30 feet Resistance against the type of damage your current Crimson Rite deals, lasting 1 round for every Crimson Curse you know, including this one. However, during this time, they lose any Resistance they may possess to all other types of damage.

Amplify: The protection now extends to any number of selected targets within 30ft.


Blood Curse of Black Blood

Prerequisite: Grim Psychometry

Effect: The target of this curse must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier), or have all healing they receive reduced by half for 3 rounds.

Amplify: The target instead cannot be healed whatsoever during the Curse.


Feats

Extra Blood Curse

Prerequisite: Blood Hunter level 4 or higher.

Benefit: You learn an additional Blood Curse of your choice from those available to you, and you gain an additional use per short rest of your Blood Maledict ability. You can only take this feat once.

Bloodlink

Prerequisite: Blood Hunter level 4 or higher, must know the Blood Curse of Mutual Suffering.

Benefit: You can expend a use of your Blood Maledict to link yourself to a target. The target is allowed a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) to negate the link. The link lasts for up to 1 minute if successful. During the link, whenever you receive magical healing or magic damage, you can choose for your linked target to be subject to half of the healing or damage amount in place of yourself, though they are allowed another Wisdom save at the same DC to negate the transfer. If they succeed, you are subject to the damage or healing 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.

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 +