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Rifter

Holding high a solorium gilded staff, an elf channels the fury and chaos of the rift and calls down explosive bolts of lightning to smite the monstrosities threatening her realm.   Crouching out of sight on a high ledge in the form of a shadowy rift drake, a human observes the ominous construction of a temple dedicated to a demon, keeping a close eye on the cultists’ activities.   Nimbly navigating the disheveled terrain, a nephilim pierces the arcane darkness with radiant beams of rift energy, burning away the altered form of an aberration, forcing it to reveal its true nature.   Whether calling on the arcane forces of the rift or its denizens, rifters are an embodiment of the rifts' chaos and adaptation. Through their indomitable will, they become an extension of the rift itself.  

DARK ORIGINS

Rifters were created in the devastation of the First Coming. A desperate faction of elven warriors that sought to defeat their demonic enemies by any means necessary, subjected themselves to rift chaos. This exposure altered their biology, granting heightened senses and a potent arcane connection to the rift. These first rifters managed to contribute significantly to the ending of the First Coming due to their chaos powers. Unfortunately the survivors of the high elven empire considered rifters extremely taboo for mingling with sources of power shared by demons. Therefore the elves ostracized and even censored rifters from elven history in order to preserve the ethical lines of their rich arcane culture.  

CASTE & HIERARCHY

Not wanting their sacrifices to amount to nothing, the rifters formed castes based on their methods and began recruiting anyone from any race to continue their legacy. They learned the deep secrets of the rift and achieved ways of eternally preserving themselves and their hard won experience through the practice of reincarnation. Archrifters from the sanctioned castes formed a council to hold each other accountable, any rifters found to be truly corrupted by chaos are swiftly hunted and corrected or eliminated by the council. Corruption is not discerned by what type of power is used but rather by how it is used.
 

RIFT TRIAL

The dangerous process of becoming a rifter involves calculated but intense exposure to rift chaos and the resulting being does not always retain their sanity or their original form. Rift chaos is like a poison that changes anything it comes in contact with and only recruits who find the strength to regulate their minds and bodies, emerge from their trial to become true rifters. All others die or are shown mercy and put out of their misery. Rifters are given the purpose of detecting and guarding against the impending forces of evil that emerge from the rift and webway, however not all rifters remain on that path.  

ORIGINS AND MOTIVATIONS TABLE

D6ORIGINS AND MOTIVATIONS
1Your home planet hosts a rifter caste stronghold that conscripts promising candidates, criminals, or accepts volunteers.
2Your family or community was massacred by aberrations and you sought to become a rifter in order to avenge them or protect others from such evil.
3You were physically or mentally twisted by rift chaos and became a rifter to regain control of yourself.
4You are uncertain as to why you became a rifter because the process damaged your memory, your caste assures you that it is what you wanted…
5You were born and raised in a rifter caste, they are your family and you can think of no greater calling.
6A creature of the rift altered you and trained you to be a rifter.
 

MENTORS

It's not unusual for would-be rifters to seek out (or be sought out by) instructors or elders who teach them the basics of their arcane talents. Most rifters who learn from a mentor begin their training at a young age, and the mentor has a vital role in shaping a student’s attitudes and beliefs.   If your character received training from someone else, who or what was the individual, and what was the nature of your relationship? Did your mentor imbue you with a particular outlook or otherwise influence your approach to achieving the goals of your chosen path?  

MENTORS TABLE

D6MENTORS
1Your mentor was a wise rift beast who has served your caste for centuries, it has taught you to think in terms of years and decades rather than days and months.
2You were tutored by a shapeshifting primordial who watched over a slumbering portal to the void. During your training, you were tasked with watching for hidden threats to the world/universe.
3Your mentor is one of the original rifters, ancient and unreactive with absolute wisdom. You feel that you will never impress them or achieve their level of power.
4You were one of several youngsters who were mentored by an old rifter, until one of your fellow pupils betrayed your group and killed your mentor.
5Your mentor appeared in your consciousness when you became a rifter. You are not sure such a person even exists outside your mind but their instruction and insight has helped you succeed.
6Your mentor was your older sibling whom you idolized and sought to follow in their footsteps.
 
 

TREASURED ITEM

Many rifters carry one or more items that are sacred to them or have deep personal significance to the cause or caste they had pledged themselves to. Such items are not necessarily arcane, but simply hold great or profound meaning that reminds the rifter of their convictions or a major event in their life.   When you decide what your character’s treasured item is, think about giving it an origin story: how did you come by the item, and why is it important to you?  

TREASURED ITEM TABLE

D6Items
1A glowing ember from the rift opening that you visited as a child.
2A vial of liquid solorium from a pool discovered in the void.
3A claw or tooth taken from a creature you defeated.
4A small polished bone with abyssal markings etched into it, this mysterious object faintly glows in the dark.
5A solorium medallion bearing the symbol of your caste.
6A miniature obsidian statuette of a rift creature handed down to you by your mentor.
 

MUTATION

Sometimes the process of becoming a rifter leaves permanent mutations on the body. These mutations are purely aesthetic and provide no advantages.  

MUTATION TABLE

D6MUTATIONS
1Your eyes are solid black or faintly glow.
2Your tongue is lengthened and forked.
3Your nails have become clawlike.
4Your hair is an unnatural color.
5Your skin is an unnatural color.
6You have fangs.
 

CREATING A RIFTER

Many rifters are driven by a strong sense of moral purpose related to their past while others are jaded and maintain cold neutrality. Some rifters become mercenaries for hire while others may serve alongside templars to combat aberrations. Some rifters roam the universe by themselves or in teams to investigate and resolve arcane threats caused by the rift. Did your character choose the life of a rifter or did the rifter life choose your character? Does your character own their role as a rifter or are they trying to live a separate life from what they have been fashioned to do?  

ABILITY SCORE

You can make a rifter quickly by following these suggestions. Wisdom should be your highest ability score, followed by Constitution Second, choose the drifter background.  
 
 
LEVELPROFICIENCY BONUSCLASS FEATURESPRIME TALENTSMAX TALENT RANKMAX PREPARED TALENTSTALENT POINTS
1st2Rift Form, Rift Sense, Channeling2144
2nd2Healing Currents, Friend of the Rift2146
3rd2Rifter Caste22314
4th2Ability Score Improvement32317
5th3Terrestrial Form Improvement33327
6th3Subclass Feature33332
7th3Amphibious Form34338
8th3Ability Score Improvement34344
9th4Aerial Form35357
10th4Subclass Feature45364
11th4Zero Gravity Form46164
12th4Ability Score Improvement46164
13th5Flickering Forms47164
14th5Subclass Feature47164
15th5Comfort in Chaos48164
16th5Ability Score Improvement48164
17th6Channeling Beast49164
18th6Timeless49171
19th6Ability Score Improvement49171
20th6Archrifter49171
 

CLASS FEATURES

As a rifter, you gain the following class features.  

HIT POINTS

    Hit Points at 1st Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rifter level after 1st

PROFICIENCIES

    Armor: Light armor, medium armor, shields.
    Weapons: Club, combat knife, hand axe, light pistol, metal baton, sabre, short rifle, solorium rod, spear, throwing blades.
    Tools: Bioanalysis kit or Navigator tools
    Saving Throws: Intelligence, Wisdom
    Skills: Choose two from Astrophysics, Computers, Insight, Mechanics, Medicine, Perception, Survival, and Xenobiology.

EQUIPEMENT

You start with the following equipment, in addition to the equipment granted by your background:
    (a) a reinforced shield or (b) any simple weapon
    (a) a saber or (b) any simple melee weapon
    (a) flight suit, and explorer's pack or solorium rod.[/br]
 

RIFT SENSE

Hypervigilance. Your senses have been mutated, causing you to see, hear, smell and even taste more. You roll with advantage on all perception checks.   Riftish. You can understand and communicate in a secret language called Riftish. The arcane properties of this language make it difficult to see in its written form or understand if you are not a rifter. This language is simultaneously heard and seen in both realspace and the rift, meaning when you speak it or write it in realspace it can also be seen and heard in the rift and vice versa. Rifters often use it to warn their order of danger or potential tears forming in the rift.  

RIFT SHAPE

The rift runs through your veins now, permeating your being in its chaotic energies. You can call on that energy to alter your body. You can activate your Rift Shape twice. You regain expended uses when you finish a Short or Long Rest.   At 1st level, as a channeling action, you change into a form that you have learned for this feature. You start knowing one form, Terrestrial Creature, which is detailed in the “Rift Shapes” section later in this class description. You stay in that form for a number of hours equal to half your rifter level or until you use Rift Shape again. You automatically revert if you fall unconscious, drop to 0 hit points, or die. You can also end Rift Shape early as a Bonus Action.   While in a form, its game statistics replace yours, and your ability to handle objects is determined by the form’s limbs, rather than your own. You retain your proficiencies, feats (if biologically possible), personality, memories and ability to speak. You lose access to any other features which would be biologically impossible in the new form, such as the ability to activate talents but you can continue to concentrate on a talent you activated before taking Rift Shape.   You also retain arcane effects (like Stealth Scan) that were activated on your natural body. When you transform, you choose whether your equipment falls to the ground in your space or merges into your new form. Equipment that merges with the form has no effect until you leave the form.  

CHANNELING

Rifters channel and subdue the raw chaotic energies of the rift with the same self-mastery that was required of them to retain their minds and bodies when they were first subjected to those energies.  

PRIME TALENTS

At first level you know two prime talents of your choice from the rifter Talent list. You learn additional prime talents at higher levels, as shown on the rifter table.  

MAX PREPARED TALENTS

The rifter table shows how many talents you are allowed to prepare. You prepared the list of talents that are available to activate by choosing from the rifter talents list. When you do so you cannot select talents that are greater than your maximum talent rank of any given level.   You can meditate during a long rest to replace any of your prepared talents with another talent of a rank your class level has access to after the long rest completes.  

TALENT POINTS

The rifter table shows you how many talent points you have. You can expand your talent points to activate a prepared talent of rank 1 or higher.   Once your pool of talent points is depleted, you are on the brink of exhaustion. You regain all of your points once you finish a long rest.   Each talent has a rank and a point cost associated with it. If you don’t have enough talent points to cover the cost, you can’t use the talent.  

TALENTS 1ST RANK & HIGHER

You can only prepare a maximum of four talents at rank 1. Three talents for each of 2nd, 3rd, 4th, and 5th ranks. One for each rank of 6th, 7th, 8th and 9th.  

ARCANE ABILITY

Wisdom is your channeling ability for your arcane powers, so you use your Wisdom whenever a power refers to your channeling ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a rifter talent you use and when making an attack roll with one.  
    Channeling Save DC = 8 + your proficiency bonus + your Wisdom modifier   Channeling attack modifier = your proficiency bonus + your Wisdom modifier
 

CONVENTIONAL CHANNELING

You can activate a rifter talent conventionally if that talent has the conventional tag and you have the talent prepared. Activating a talent conventionally does not consume talent points but requires 10 additional minutes of preparation.  

HEALING CURRENTS

At 2nd level, as an Arcane action, you channel healing power from the rift. Choose a point within 30 feet of yourself, to manifest these currents for a moment, in a 10-foot-radius sphere centered on that point. Then roll a number of d4s equal to your Wisdom modifier (minimum of one die), and add the dice together.   The total is the number of Hit Points you can distribute to creatures in that sphere. You decide the number of Hit Points that are restored to each of those creatures, deducting the healing from the total. You can’t use this feature again until you take a short or long rest, or consume one use of rift shape.  

FRIEND OF THE RIFT

At 2nd level, as an arcane action, you can summon a loyal creature of chaos from the rift which you can ask to assume a beast form that suits your needs. Your companion returns to the rift after a number of hours equal to half your rifter level. This feature follows the rules and stats of the Bonded Companion Talent. You cannot use this feature again until you take a short or long rest, or consume one use of Rift Shape.  

RIFTER CASTE

At 3rd level, you become affiliated with a caste of rifters in accordance to how the rift manifests in you. Your fate grants you features at 3rd level and again at 6th, 10th, and 14th level.  

ABILITY SCORE IMPROVEMENT

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

TERRESTRIAL FORM IMPROVEMENT

At 5th level, your connection to the rift deepens, empowering the Terrestrial form of your Rift Shape; you unlock that form’s Climb Speed and Multiattack.  

AMPHIBIOUS FORM

At 7th level, you learn a new form for your Rift Shape: Amphibious form, which is described in the “Rift Shapes” section later in this class’s description.  

AERIAL FORM

At 9th level, you learn a new form for your Rift Shape: Aerial form, which is described in the “Rift Shapes” section later in this class’s description.  

ZERO GRAVITY FORM

At 11th level, you learn a new form for your Rift Shape: Zero Gravity form, which is described in the “Rift Shapes” section later in this class’s description.  

FLICKERING FORMS

At 13th level, you can now rapidly shift between a Rift Shape form and your normal form. If you’re in a Rift Shape form, you can switch to your normal form as a Bonus Action, and you can then switch back into that Rift Shape form within the next minute as a Bonus Action. Neither switch expends a use of Rift Shape.  

COMFORT IN CHAOS

At 15th level, when you use your Rift Shape, chaotic energy radiates from you, allowing you to use Healing Currents while in Rift Form.  

CHANNELING BEAST

At 17th level, you can channel talents in any Rift Shape form. While in such a form, you can perform the Somatic and Verbal Components.  

TIMELESS

At 18th level, whenever you roll initiative, you regain one use of your Rift Form. In addition to that, the chaotic energy that you wield flows from a place that grants no acknowledgement to the effects of passing time. This timeless energy now reduces the impact that realspace time has on your body. Your body ages only 1 year for every 10 years of realspace time.  

ARCHRIFTER

At 20th level, you can use your Rift Shape an unlimited number of times. Additionally you can subtly channel and activate talents without anyone noticing you have done so. You gain this benefit in both your natural form and your Rift
 
 

RIFT SHAPES

When you use your Rift Shapes, you transform into a form you’ve learned for this feature. This section includes four forms: terrestrial form, amphibious form, an aerial form, and zero-gravity form.   As you assume a form, you determine its appearance, selecting an example beast from the form’s description, selecting another appropriate rift beast or choosing a hybrid form that incorporates visual characteristics from two or more beasts.   The appearance you choose has no effect on the form’s capabilities. When choosing a beast’s appearance for a form, that beast will always appear as a medium-sized beast  

TERRESTRIAL FORM

A Terrestrial creature is a flightless land beast, such as a bear, deer, horse, cat, dog, velociraptor, or big rodent. While in this form, you use the Terrestrial Form stat block.  
RIFT SHAPE: TERRESTRIAL FORM
TERRESTRIAL FORM
Medium, Terrestrial Beast
Armor Class 10 + your Wisdom modifier
Hit Points You continue to use your Hit Points and Hit Dice
Speed 40ft, Climb 40ft (requires 5th+ level).

STR, DEX equal your Wisdom score CON, INT, WIS, CHA use your scores.
Senses Darkvision60 ft
Languages The languages you know
Proficiency Bonus Equals your Proficiency Bonus

Actions
Bestial Strike. elee Attack: your Power Attack Modifier to hit, reach 5 ft., one target. Hit: 1d8 + your Wisdom modifier Bludgeoning, Piercing, or Slashing damage.
Multiattack (Requires 5th+ Level). You make two Bestial Strike attacks.  

AMPHIBIOUS FORM

A Terrestrial creature is a flightless land beast, such as a bear, deer, horse, cat, dog, velociraptor, or big rodent. While in this form, you use the Terrestrial Form stat block.  
RIFT SHAPE: AMPHIBIOUS FORM
AMPHIBIOUS FORM
Medium, Aquatic or Semi Aquatic Beast
Armor Class 10 + your Wisdom modifier
Hit Points You continue to use your Hit Points and Hit Dice
Speed 20 ft., Swim 40 ft

DEX equals your Wisdom score and STR, CON, INT, WIS, CHA use your scores
Sensesn Darkvision 90 ft,
Languages The languages you know
Proficiency Bonus Equals your Proficiency Bonus

Amphibious. You can breathe air and water.
Actions
Bestial Strike. Melee Attack: your Power Attack Modifier to hit, reach 5 ft., one target. Hit: 1d8 + your Wisdom modifier Bludgeoning, Piercing, or Slashing damage.
Multiattack. You make two Bestial Strike attacks.  
 

AERIAL FORM

An Aerial creature is a winged beast, such as a bat, eagle, falcon, pteranodon, or owl. While in this form, you use the Aerial Form stat block.  
RIFT SHAPE: AERIAL FORM
AERIAL FORM
Medium Winged beast
Armor Class 10 + your Wisdom modifier
Hit Points You continue to use your Hit Points and Hit Dicep
Speed 20 ft., Fly 40 ft.

DEX equals your Wisdom score and STR, CON, INT, WIS, CHA use your scores
Sensesn Darkvision 90 ft
Languages The languages you know
Proficiency Bonus Equals your Proficiency Bonus

Flyby. You don’t provoke Opportunity Attacks when you fly out of an enemy’s reach.
Actions
Bestial Strike. Melee Attack: your Power Attack Modifier to hit, reach 5 ft., one target. Hit: 1d6 + your Wisdom modifier Bludgeoning, Piercing, or Slashing damage.
Multiattack. You make two Bestial Strike attacks.  

ZERO GRAVITY FORM

A Zero Gravity creature is a space beast, such as a space hamster, mollyhawk, vacuum swine, space guppy, asteroid eel, or void drake. While in this form, you use the Zero Gravity form stat block.  
RIFT SHAPE: ZERO GRAIVTY FORM
ZERO GRAVITY FORM
Medium beast of a lithe shape
Armor Class 10 + your Wisdom modifier
Hit Points You continue to use your Hit Points and Hit Dice
Speed 20 ft, Zero Graivty 40 ft.

DEX equals your Wisdom score and STR, CON, INT, WIS, CHA use your scores
Sensesn Darkvision 120 ft
Languages The languages you know
Proficiency Bonus Equals your Proficiency Bonus

Vacuum Adaptability. You do not need to breathe or make Constitution saving throws due to being in environments of extreme cold and you move at your normal speed of 40 ft in zero gravity.
Actions
Bestial Strike. Melee Attack: your Power Attack Modifier to hit, reach 5 ft., one target. Hit: 1d6 + your Wisdom modifier Bludgeoning, Piercing, or Slashing damage.
Multiattack. You make two Bestial Strike attacks.
 
 

RIFTER CASTE

A rifter caste is a specialization that grants you special abilities at certain rifter levels, as specified in the subclass.  

ARBITER CASTE

Rifters of the Arbiter caste have maintained alliances between denizens of the rift since the turmoil of the First Coming. You receive the majority of your training from secretive protean entities allied with your caste. Your benevolent protean comrades have granted you their timeless wisdom, helped you hone your summoning skills, and even personally join you in battle when you request it.  

EDUCATED NEGOTIATOR

At 3rd level, you have become fluent in the chaotic dialect of the rift. You can speak, read, and write Abyssal. In addition, entities of the rift can understand your speech, and you gain the ability to decipher their noises and motions. Some creatures may lack the intelligence to convey or understand sophisticated concepts, but a friendly creature could relay what it has seen or heard in the recent past. This ability doesn't grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.  

PROTEAN ALLY

Starting at 3rd level, as a bonus action, you can summon an incorporeal protean or pure energy to a point you can see within 60 feet of you. The protean creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though you may be able to comprehend its true form, everyone else will see a spectral wisplike creature that bathes the boundaries of its aura in soft light.   The effect of the proteans aura depends on the type of intervention you have requested of it.   As a bonus action, you can direct your protean ally to move up to 60 feet to a point you can see.   The protean can provide its supportive aura for 1 minute or until you're incapacitated. Once you use this feature, you can't use it again until you finish a short or long rest.  
    Aura of Endurance. Each creature of your choice in the aura when your protean ally appears gains temporary hit points equal to 5 + your rifter level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.   Aura of Cunning. When a creature makes an attack roll against a target in the protean’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.   Aura of Invigoration. You and your allies gain advantage on all ability checks made to detect creatures in the protean’s aura. In addition, if you activate a talent of rank 1 or higher, that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your rifter level.
 

PERFECTED SUMMONING

Starting at 6th level, the allies you call from the rift are more resilient than normal. Any creature summoned or created by a talent that you activate gains two benefits:   The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has. The damage from its natural weapons is considered arcane for the purpose of overcoming immunity and resistance to non-arcane attacks and damage.  

PROTEAN BENEVOLENCE

Beginning at 10th level, your protean ally safeguards the creatures that you have arcanely summoned. When a creature that you summoned or created with a talent ends its turn in your protean ally’s aura, that creature regains a number of hit points equal to half your rifter level.  

RIFT GUARDIANS

Starting at 14th level, the rift creatures you commune with, protect you when you are most vulnerable. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately summon 4 Rift Shades with the stats of a rank 9 activation. The summoned beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The talent lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).   Once you use this feature, you can't use it again until you finish a long rest.  

HARLEQUIN CASTE

Your caste consists of some of the most eccentric personalities among rifters and the universe in general. Most rifters of other castes would classify Harlequins as being afflicted with high functioning insanity as a result of rift chaos. Your caste makes no distinction between art and combat. Every motion is the step of a dance and every arcane action is executed as a dazzling spectacle of power.  

CREATIVE ARTS

At level 3, you gain proficiency in two of the following skills of your choice: Acrobatics, Athletics, Xenobiology, or Performance. If you are already proficient in all these skills then you may choose other skills.  

RIFT DANCER

At level 3, you can Dash as a bonus action. When you take this bonus action, choose one of the following additional effects:  

BOREAL SWEEP

Icy water swirls around you. Until the end of your turn, you can move across the surface of water as if it were harmless solid ground. Additionally, when you leave a space within 5 feet of a creature, you can force that creature to make a Strength saving throw against your power save DC. On a failed save, the creature is knocked prone. A creature can be affected by the water only once each turn.  

SCORCHING WHIRL

Flames wreath your steps. Once before the end of your turn, you can force each creature within 5 feet of you to make a Dexterity saving throw against your power save DC. On a failure, a creature takes fire damage equal to 1d4 + your channeling modifier.  

THUNDERLIGHT JAUNT

You take on a nimble lightning form. Until the end of your turn, you can move through the space of other creatures, and you do not provoke opportunity attacks. If you end your turn inside a creature's space, you are pushed into the nearest unoccupied space.   You can use a bonus action in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

FAVORED MEDIUM

At 6th level, you have honed your forms of elemental expression to best suit your ideas. Choose one of the following damage types: cold, fire, or lightning. You gain resistance to that damage type.   Additionally, when you activate a talent that costs talent points, that deals the chosen damage type, you emit a spectacular aura of artistry, which extends 5 feet from you in every direction (but not through total cover) and lasts until the end of your next turn. While the aura is active, each creature of your choice has resistance to your chosen damage type while within the aura, as you shape your favored elemental medium around them.   You can change your choice of damage type whenever you finish a long rest.  

ELEMENTAL ENCORE

At 10th level, you skillfully follow up your motions with even more potent expressions of elemental might. Once per turn when you deal damage to at least one target, you gain an additional effect determined by the damage type chosen for your Favored Medium feature:  
COLD
One of the targets of your choice takes an additional 1d6 cold damage and must make a Constitution saving throw against your power save DC. On a failed save, the target's speed is reduced by 10 feet until the end of its next turn, as ice mires it. A target can be affected by the ice only once per round.  
PLASMA
One of the targets of your choice takes an additional 1d6 fire damage. Fortifying flames then dance around one creature of your choice within 30 feet of you. The chosen creature gains 1d6 temporary hit points.  
LIGHTNING
One of the targets of your choice takes an additional 1d6 lightning damage and must make a Dexterity saving throw against your power save DC. On a failed save, the target is unable to take reactions until the end of its next turn, as residual lightning shocks its form.  

IMPECCABLE PHYSICALITY

At 14th level, your relentless dedication and training have instilled an outstanding sense of precision and grace in your art. You gain proficiency in Dexterity saving throws if you do not already have it. Additionally, when you make a Dexterity saving throw, you can treat a d20 roll of a 9 or lower as a 10.  

HYBRID CASTE

Whether by design or accident, you have merged with a plasma elemental from the rift, a primal being of creation and destruction. You have built a bond or at least developed an understanding with this fiery creature.   At 3rd level, your connection to the plasma elemental grants you access to some talents when you reach certain levels in this class, as shown on the Hybrid Talents table.   Once you gain access to one of these talents, you always have it prepared, and it doesn't count against the number of talents you can prepare. If you gain access to an arcane power that doesn't appear on the rifter talent list, it is nonetheless a rifter talent for you.  

HYBRID EXPANDED TALENTS TABLE

RIFTER LEVELTALENTS
3rdfire lance, mend, flaming discs, frost coil
5thenergy sink, resuscitate
7thdecontamination zone, reactive field
9thincinerate, mass mend
 

TAG TEAM

At 3rd level, you can manifest the primal entity bound to your body. As an action, you can expend one use of your Rift Shape feature to summon the elemental, rather than assuming a beast form.   The elemental appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the elemental (other than you) when it appears must succeed on a Dexterity saving throw against your power save DC or take 2d6 fire damage.   The elemental is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Bonded Elemental stat block below, which uses your proficiency bonus (PB) in several places. You determine the elemental’s appearance. Some elementals take the form of a humanoid figure covered in flame, while others look like beasts wreathed in fire.   In combat, the elemental shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the elemental can take any action of its choice, not just Dodge.   The elemental manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon it again, or until you die.  

ENHANCED BOND

At 6th level, your growing bond with the elemental entity enhances your destructive and restorative talents. Whenever you activate a talent that deals fire damage or restores hit points while your elemental is manifesting, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the talent.   In addition, when you activate a talent with a range other than self, the talent can originate from you or your elemental.  

BONDED PLASMA ELEMENTAL

A fiery creature of the rift with an appearance determined by the person it has been merged with.  
BONDED COMPANTION
BONDED PLASMA ELEMENTAL
Small creature of a varied shape determined by player
Armor Class 13 (natural armor)
Hit Points 5 + five times your rifter level
Speed 30 ft., Fly 30 ft. (hover)

STRDEXCONINTWISCHA
10 (+0)14 (+2)14 (+2)13 (+1)15 (+2)11 (+0)

Sensesn Darkvision 60 ft, passive Preception 12
Languages The languages you know
Proficiency Bonus Equals your Proficiency Bonus

Damage Immunities. fire
Condition Immunities. charmed, frightened, grappled, prone, restrained

Actions
Plasma Seed. Ranged Weapon Attack: your Power Attack Modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + your proficiency bonus fire damage.
Fiery Teleportation. The elemental and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 of the space that the elemental left must succeed on a Dexterity saving throw against your power save DC or take 1d6 + your proficiency bonus fire damage.  

CAUTERIZING FLAMES

At 10th level, you gain the ability to turn death into arcane flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your elemental, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier.   You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

SPARK OF LIFE

At 14th level, the bond with your elemental can save you from death. If the elemental is within 120 feet of you when you are reduced to 0 hit points, you can cause the elemental to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.   Once you use this feature, you can't use it again until you finish a long rest.  

LEGION CASTE

Your caste utilizes arcanely powered self replicating nanite technology originating from heinous research carried out by the Star League. This brilliant and cruel nanotech was developed by the Star League in their endeavor to manufacture their own rifters, essentially slaves with no caste or code to temper their abilities. When the Star League fell, the surviving manufactured rifters united and fully mastered the technology that once enslaved them. They were eventually accepted as a true caste by the council of archrifters.   The artificial creation of Legion rifters requires them to undergo a very different trial from all other castes. Recruits are infected with billions of nanites that assimilate their bodies into a suitable network and power source. Subjects that survive assimilation need not look significantly different or less organic but microscopic inspection will reveal an altered and partly artificial cellular structure that is maintained by nanites. High ranking Legion archrifters are the only members of their caste capable of directing nanites to assimilate new hosts.   Legion technology emulates the more erosive powers of the rift, powers often also employed by aberrations. Outside of rifter society, few people understand that a Legion rifters powers are achieved through a collaboration of channeling and technology.  

CONSTRUCTIVE AND DESTRUCTIVE GIFTS

At 3rd level, you start to learn talents that create and deter debilitating effects, you gain the Dark Conduit prime talent. At 3rd, 5th, 7th, and 9th level you gain access to the talents listed for that level in the Legion caste talent table.   Once you gain access to one of these talents, you always have it prepared, and it doesn't count against the number of talents you have prepared. If you gain access to a talent that doesn't appear on the rifter talent list, the talent is nonetheless a rifter talent for you.  

LEGION EXPANDED TALENTS TABLE

RIFTER LEVELTALENTS
3rdblindness/deafness, quick repair
5thsurveillance mask, quick construct
7thhaze of chaos, ravage pattern
9thcontagion, mechanical stasis
 

LEGION SWARM

Starting at 3rd level, your body hosts a legion of airborne nanites that generate necrotic energy at your command. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deploy your nanite swarm to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your power save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.  

SYMBIOTIC LEGION

At 3rd level, as an action, you can expend a use of your Rift Shape feature to empower your nanites to improve your own vitality, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:   When you deal damage with your nanite legion, roll the damage die a second time and add it to the total.   Your nanites can augment your melee weapon attacks and deal an extra 1d6 necrotic damage to any target they hit.   These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Rift Shape again.  

ASSIMILATION

At 6th level, you can deploy your nanites to reanimate corpses and constructs. If a beast, humanoid, or construct that is Small or Medium dies within 10 feet of you, you can use your reaction to deploy your nanites to reanimate it, causing it to stand up immediately with 1 hit point. Possessed remains use the stat block below. It remains animated for 1 hour, after which time it collapses and dies.   In combat, the reanimated creature’s turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.  

NANITE POSSESSED REMAINS

A legion of nanites has possessed the remains of a creature or construct.  
NANITE POSSESSED REMAINS
THREAT
Small or medium remains of a creature or construct.
Armor Class 8
Hit Points (starts with 1 hp when possessed and cannot gain hp or be possessed a second time after dropping to 0 hp)
Speed 20ft.

STRDEXCONINTWISCHA
13 (+1)6 (-2)16 (+3)3 (-4)6 (-2)5 (-3)

Sensesn Darkvision 60 ft., passive Perception 8
Languages Understands the language it knew in life but cannot speak.
Proficiency Bonus 2

Saving Throws. WIS+0
Damage Immunities. Poison
Condition Immunities. Poisoned

Undead Fortitude. If damage reduces the nanite possessed remains to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the possessed remains drops to 1 hit point instead.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

CONTINGENT SWARM

At 10th level, you gain the ability to deploy your nanites to an area. As a bonus action while your Symbiotic Legion feature is active, you can direct a contingent swarm of nanites to generate necrotic energy. You can place this contingent swarm up to 30 feet away, where it affects a 10-foot cube for 1 minute. The swarm disappears early if you use this feature again, if you dismiss it as a bonus action, or if your Symbiotic Legion feature is no longer active.   Whenever a creature moves into the cube your Contingent Swarm is occupying or starts its turn there, that creature takes your Legion Swarm damage, unless the creature succeeds on a Constitution saving throw against your power save DC. A creature can take this damage no more than once per turn.   While a Contingent Swarm is active, you can't use your Legion Swarm reaction.  

NANITE IMMUNE SYSTEM

At 14th level, your legion becomes so integrated into your body that is has adapted to act as a secondary immune system and even fortified your cellular structure to mitigate incoming damage: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.  

LYTHARI CASTE

The Lythari caste was named to honor an ancient race of high elves with lycanthropic abilities that were lost due to a collapse in the webway during the First Coming. As a Lythari rifter you’ve learned to sustain yourself in a constant state of turmoil down to the cellular level and that discipline has empowered your transformations to a much greater degree than other castes can achieve. Where most rifters would cautiously fight from a distance, you relentlessly attack in close combat until your enemy is dead or your form is exhausted. You have become a monster to fight monsters.  

COMBAT RIFT FORM

When you train under the Lythari caste you learn to embrace the change that your rift blood perpetually craves. You can quickly transform yourself into a formidable rift creature.   At 3rd level, you can take Rift Form as a bonus action and while in Rift Form you gain a number of temporary hit points equal to half your natural body's hp. This extra vitality does not apply to preventing wounds. Additionally as a bonus action and while in rift form, you can use expend talent points to regain 1d8 HP per rank of talent point cost expended.   At 3rd level, if the Rift Shape moves at least 20 feet straight toward a large or smaller creature and successfully hits it with a Bestial Strike on the same turn, the target must make a DC 13 Strength saving throw or be knocked prone.  

ARCANE STRIKE

At 6th level, your attacks while in Rift Form count as arcane attacks for the purpose of overcoming resistance and immunity to mundane damages.   Also at 6th level, your rift forms Bestial Strike damage increases to 2d  

ELEMENTAL ALPHA

At 10th level you gain a +1 to your Rift Forms AC and the Pack Tactics feature while in Rift Form which allows you to roll attacks with advantage if you are within 5 feet of an ally that is not incapacitated.   Additionally at 10th level, you can use a second charge of your Rift Shape to imbue it with elemental power. Whenever you assume a Wild Shape form, choose one of the following damage types: Acid, Cold, Fire, Lightning, Necrotic, Poison, Radiant and thunder damage. While in that form, you have Resistance to the chosen damage type, and the form’s Bestial Strike can deal damage of that type rather than its normal type with you choosing between the types when you hit. Your form also displays signs of the chosen damage type. For example, if you choose Fire, your fur or feathers or scales in Rift Shape might flicker with harmless flames. You choose the details.  

RELENTLESS

At 14th level you gain a +2 to your Rift Forms AC and your Bestial strike attacks increase to 3d.  

NEMESIS CASTE

The Nemesis caste was born out of the necessity to address unique problems with unique solutions. Your past circumstances may have caused you to favor a specific environment or quarry for which you have honed a particular set of talents. Or the chaos of the Rift has randomly endowed you with certain advantages.  

RIFT HUNTER

At 3rd level you learn Symbiont Mark, it is a rifter talent to you and does not count against your prepared talents. It may be activated for free, a number of times equal to your wisdom modifier, and you regain all expended uses of it when you finish a long rest.  

CHAOS PENSION

At 3rd level you can siphon raw power from the rift to regain some of your spent energy. Once per day when you finish a short rest, you can recover a small number of talent points. The number of points you can recover is equal to 2 plus half of your rifter level (rounded down).  

EXPANDED TALENT LISTS

At 3rd, 5th, 7th, and 9th level you develop talents that provide you with advantages relevant to certain damages and vulnerabilities. Choose between Acid, Cold, Earth/Kinesis, Lightning, Necrotic, Poison, Psychic, Radiant or Thunder, and consult the associated list of talents. Once you gain access to a talent, you always have it prepared, and it doesn't count against the number of talents you have prepared. If you gain access to a talent that doesn't appear on the Rifter talent list, the talent is nonetheless a Rifter talent for you.  
ACID EXPANDED TALENTS TABLE
RIFTER LEVELTALENTS
3rdblindness/deafness, security scanner
5thabsorption, programmed trigger
7thenergy susceptibility, superior obfuscate
9thwarp helix, survival suit
 
COLD EXPANDED TALENTS TABLE
RIFTER LEVELTALENTS
3rdfrost coil, phase shift
5thprogrammed trigger, temporal fault
7thenergy susceptibility, reactive field
9thfrigid mist, survival suit
 
EARTH/KINESIS EXPANDED TABLE
RIFTER LEVELTALENTS
3rdbind step, extended incline
5thcelerity, programmed trigger
7thfabricate, unfetter
9thchurning pit, force field
 
LIGHTNING EXPANDED TALENTS TABLE
RIFTER LEVELTALENTS
3rdparalyzer, phase shift
5thabsorption, pulse beam
7thenergy susceptibility, lightning ring
9thincinerate, survival suit
 
NECROTIC EXPANDED TALENTS TABLE
RIFTER LEVELTALENTS
3rddisruption wave, obfuscate
5threstore pattern, energy sink
7thdecontamination zone, ravage pattern
9thcontagion, survival suit
 
POISON EXPANDED TALENTS TABLE
RIFTER LEVELTALENTS
3rdclean zone, obfuscate
5thprogrammed trigger, corrupt pattern
7thdecontamination zone, energy susceptibility
9thtoxic burst, survival suit
 
PSYCHIC EXPANDED TALENTS TABLE
RIFTER LEVELTALENTS
3rdpacify, psychic wave
5thcrippling sphere, mindful repose
7thdecontamination zone, aspect of dread
9thdream weave, telepathic bond
 
RADIANT EXPANDED TALENTS TABLE
RIFTER LEVELTALENTS
3rdlight beam, phase shift
5thpersonal sentry, blinding strike
7thunfetter, plasma orb
9thincinerate, survival suit
 
THUNDER EXPANDED TALENTS TABLE
RIFTER LEVELTALENTS
3rdblur, sound dampener
5thabsorption, programmed trigger
7thunfetter, haze of chaos
9thtactical defense zone, mass alteration
 

LITHE

Starting at 6th level, moving through non-arcane difficult terrain costs you no extra movement. You can also pass through non-arcane terrains without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against difficult terrains that are arcanely created or manipulated to impede movement, such as those created by the Gravity Sphere talent.  

RIFT IMMUNITY

When you reach 10th level, you can't be charmed or frightened by entities of the rift such as demons and other aberrations, you are also immune to poison and disease.  

RIFT AMNESTY

When you reach 14th level, creatures of chaos sense your connection to the rift and become hesitant to attack you. When an entity of the rift attacks you, that creature must make a Wisdom saving throw against your rifter power save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you.  

ORACLE CASTE

Recruits of your caste rarely perish in their rift trials due to proteans that heal and guide the recruits through the process of becoming Oracle rifters. These proteans have crafted you to be a conduit suited to manifest their unique powers. You have been endowed with their keen focus on the present and insight into the near future. You have gained uncanny reactive skills to influence outcomes that help or harm those around you.  

LUCENT POWER

At 3rd level, you know the Amplify Ability prime talent, and Laser Blast talent, these count as rifter talents and do not count against your number of prepared talents..   You can activate rank 1 Laser Blast without expending talent points. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

LUCENT FORM

Your protean allies have imbued you with physically and mentally illuminating powers. You can take forms that enhance your ability to attack, heal, and concentrate.   At 3rd level, as a bonus action, you can expend a use of your Rift Shape feature to take on a lucent form, rather than transforming into a beast.   While in your lucent form, you retain your game statistics, but your body becomes luminous. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.   You have three lucent forms to choose from so whenever you assume your lucent form, choose one of the three options listed below; your choice gives you certain benefits while in the form:  

WRATH

Your lucent form emits red light. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged channeling attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.  

MERCY

Your lucent form emits white light. Whenever you activate a talent that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.  

FERVOR

Your lucent form emits golden light. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a talent, you can treat a roll of 9 or lower on the d20 as a 10.  

PROTEAN GUIDANCE

At 6th level, a sufficient amount of rest allows you to enter a meditative sleep that improves your intuition and reactions. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:  

INSPIRE (EVEN)

Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.  

DISCOURAGE (ODD)

Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.   You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

ENLIGHTENED

At 10th level, your lucent forms are further empowered. The 1d8 of the Wrath and the Mercy forms become 2d8, and while the Fervor form is active, you have a flying speed of 20 feet and can hover.   Moreover, at the start of each of your turns while in your Lucent Form, you can change which form you take.  

ASCENDANT

At level 14, While in your Lucent Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.  

REAPER CASTE

You are a member of the first caste of rifters, commonly referenced as the Elder caste by demons and rifters alike. The vast passage of time has not reduced your caste’s resolve to continue hunting the galaxy for arcane corruption, searching for signs of a second coming. You are built to resist the chaos of the rift and combat denizens of chaos by using their own terrifying methods against them.  

THRESHER

Starting at 3rd level, you learn to unravel and harvest the life energy of other creatures. You can augment your talents to drain the life force from creatures. You have a pool of energy represented by a number of d10s equal to your rifter level.   When you roll damage for a talent, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your rifter level level or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a talent augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the talent's damage, or 5 hit points per die if at least one of the slain creatures was from the rift.   You regain the expended dice when you finish a long rest.  

INQUISITOR

At 6th level, you gain the ability to reach out to all life of rift origin in your surroundings and question it about events occurring within the area. Using this feature, you can activate Rift Whisperer at no talent point cost.   Once you use this feature, you can't use it again until you finish a short or long rest.

SENTRY

At 10th level, you gain resistance to necrotic and radiant damage. In addition, while you aren't incapacitated, any ally within 30 feet of you has advantage on death saving throws.  

PHANTOM

At 14th level, your mastery of the rift allows you to tread its dimensions at will. Using this feature, you can activate Intangible Form. Once the talent ends, you can't activate it with this feature again until you finish a short or long rest.    

WARDEN CASTE

Your caste have long established themselves as reliable guardians of their allies and are well respected among the rifter castes and other employers due to the lifesaving support they provide in battle. As a warden rifter, you strive to preserve your allies by refining raw chaotic rift power into healing energies. You fashion arcane contingencies for every situation through cunning and quick instincts.  

RIFT RESERVOIR

At 3rd level, you learn to build up extra reserves of rift power, you are a font of energy that offers respite from injuries. Your pool of restorative energy is represented by a number of d6s equal to your rifter level.   As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your rifter level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.   You regain all expended dice when you finish a long rest.  

RIFT HAVEN

At 6th level, home can be wherever you are. During a short or long rest, you can manifest a shelter to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius arcane sphere appears, centered on that point.The sphere cannot be manifested in other obstacles.   While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.   The Rift Haven vanishes at the end of the rest or when you leave the sphere.  

HIDDEN PATHS

Starting at 10th level, you can use the hidden pathways of the rift, to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.  

RIFT RUNNER

At 14th level, your deepened understanding of the rift grants your mind and body the ability to cover extraordinary distances through its paths.   When you finish a short rest, you can activate one of the following talents, without expending talent points: Dream Weave (with you as the messenger), Extended Perception, or Teleportation Circle.   This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the talent fails but isn't wasted.   Once you use this feature, you can't use it again until you finish a long rest.

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