Rift Mage (5e Class)

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Rift Mage[edit]

A Odd Class Who is a supporty Wizard. Made By LordHenHen

What is a Rift Mage[edit]

A rift mage is someone who is observant enough to manipulate the battlefield and take what's there and put it in their favor

Creating a Rift Mage[edit]

A Smart Knowledgeable Person with Great ability to wield the Unseen.

Quick Build

You can make a Rift Mage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Constitution. Second, choose the <Sage> background. Third, Get a party full of friends and play


Class Features

As a Rift Mage you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons.
Tools: none
Saving Throws: Intelligence, Constitution
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a Shortsword or (b) Or a Simple Weapon
  • (a) A Component Pouch or (b) or an Arcane Focus
  • Explorers Pack
  • If you are using starting wealth, you have <4d6 + 5 gold> in funds.

Table: The Rift Mage

Level Proficiency
Bonus
Features Alteration Points —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Worldly Alteration, Charge and Discharge, Otherworldly Sense 7
2nd +2 Spell Casting, Analyzation 7 2
3rd +2 Rift Mage Archetype, Arching Alteration 7 3
4th +2 Ability Score Improvement 7 3
5th +3 Rift Quintessence 9 4 2
6th +3 Archetype Feature, 9 4 2
7th +3 9 4 3
8th +3 Ability Score Improvement 9 4 3
9th +4 11 4 3 2
10th +4 Shared Charge 11 4 3 2
11th +4 Archetype Feature 11 4 3 3
12th +4 Ability Score Improvement 11 4 3 3
13th +5 13 4 3 3 1
14th +5 13 4 3 3 1
15th +5 Gravatic Ring 13 4 3 3 2
16th +5 Ability Score Improvement 13 4 3 3 2
17th +6 Archetype Feature 15 4 3 3 3 1
18th +6 15 4 3 3 3 1
19th +6 Ability Score Improvement 15 4 3 3 3 2
20th +6 LVL 20 15 4 3 3 3 2


Worldly Alteration[edit]

With the newly gained knowledge in bending the world around you to your will. the amount of control you can assert over it are represented as points You gain Alteration Points Represented in the table above. These Can Be regained during a Short or a Long rest.

At Later level you learn new way to use these points to alter the world around you

Otherworldly Sense[edit]

Thanks to your time observing the magic of the world you gin the ability to a 1d6 to Perception and investigation Checks based on Sight, the presence of Extraplanar registers on your senses like a Light Tingle. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Aberration, fiend, or Fey within 60 feet of you that is not behind total cover. You know the type (aberration, fiend, or fey) of any being whose presence you sense, but not its identity.

Charge and Discharge[edit]

Charge

You Assert your Will into the Surrounding Area and Absorb Its Energy with a small Rift "The Charge" For 2 Alteration Points you can Use your Reaction to Help an Ally and Absorb 5d4 for 1 instance of damage

Once this Occurs You can Regain an 1 Alteration Point or you can add 1d4 to your next discharge.

Discharge

You Dispel The Charged up Energy "The Charge" and Dispel it as a forceful projectile For 1 Alteration Point you can use your Action to Make and Make a Ranged Attack that does 1d4 Damage Bludgeoning. the damage increases and changes based on the Charge up to 6d4. This Projectile you are proficient with and uses your intelligence modifier on the attack roll. When using discharge all dice added to it via the Charge are reset and the attack goes back to 1d4. Every d4 added after the first disappears after 8 hours

Both of these have a max range of 60ft

Spell Casting[edit]

At level 2 you can Cast and Prepare Spells. Refer to the Table above to see your spell slots. You prepare the list of spells that are available for you to cast, choosing from the Artificer and Wizard spell list. When you do so, choose a number of spells equal to your Intelligence modifier + half your Rift Mage level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You regain all expended spell slots when you finish a long rest.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent in Introspection: at least 1 minute per spell level for each spell on your list.

Analyzation[edit]

Starting at 2nd level, You can extract information from its being. When you hit a creature, A small rift is left behind which absorbs and analyzes the creature.

when you analyze a creature, you can learn either of its damage vulnerabilities, damage resistances, or its condition immunities, and highest saving throw

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Arching Alteration[edit]

Starting at 3rd Level you gain the Basics of Manipulating what's around you with rifts.

You can spend 1 Alteration Point to Change the Damage type of 1 Weapon for 1 minute, With the damage type of the listed types: acid, cold, fire, lightning, poison.

When Hitting a Creature you can spend 1 alteration point to sap it of its energy. The Creature next Saving throw is decreased by 1d4 until the start of your next turn

When you Discharge you can spend another alteration point to swap its Damage Type. Refer to the list above


All these abilities have a max range of 60ft.

Path Archetype[edit]

Now at Level 3 You can Choose 1 of 3 Subclasses. The Sticher, Rift Warrior, or the Seer

Each path has a list of associated spells. You gain access to these spells at the levels specified in the Path description. Once you gain access to an Path spell, you always have it prepared. These spells don’t count against the number of spells you can prepare each day.

Rift Quintessence[edit]

Now at Level 5. You start to learn to connect multiple beings through the invisible strings

you can tie invisible strings among humanoid which originate from the same plane of existence. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a Invisible Connection among them for 10 minutes or until you use this feature again. While any Connected creature is within 30 feet of another, the creature can add 1d4 of whichever damage type is currently being used by the Rift Mage.

If you yourself are connected to other targets. you share their special senses and can hear what they hear.

You can use this feature equal to your proficiency Bonus, and you regain all expended uses when you finish a long rest.

Shared Charge[edit]

At 10th Level, you can enforce the power of the invisible connection you create between creatures

when you use your reaction to charge Everyone connected through Rift's Quintessence also gains resistance to the triggering attacks damage type until the start of your next turn.

Gravatic Ring[edit]

Now at Level 15 For 5 Alteration Points As an action, you can magically emit a powerful field that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.

The Stitcher[edit]

The Stitcher, Controls the Battle Field even more in their favor, Allies and Enemies are unknowingly getting manipulated by the threads the stitcher weaves.

Extended Spell List[edit]

At 3rd level. Cure Wounds, Jump

At 5th level. Aid, Warding Bond

At 9th level. Beacon of Hope, Haste

At 13th level. Banishment, Freedom of Movement

At 17th level. Teleportation Circle

Mender[edit]

You begin to learn to not Stitch together Spells, but Stitch up People...

At 3rd level, When making a medicine check, you can add our intelligence modifier instead of wisdom, Also as an action you can Stabilize a creature with a medicine check from a range of 30ft

Healing Weave[edit]

At 3rd level, As an action, you can spend 1 Alteration point to touch a creature and restore a number of hit points equal to a roll of your Discharge die + your Intelligence modifier. This consumes all Charge currently stored up

Repair the Weave[edit]

At 6th level You can administer even greater cures with a touch, and if you feel it’s necessary.

When you use Healing Weave on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.

Reaching Thread[edit]

At 11th level, the Range from the Stitched class features and Spells are doubled. A touch spell has a range of 30ft. This class feature but does not stack with feats such as Spell Sniper.

Reinforcing Presence[edit]

At 17th level, Creatures affect by Rift's Quintessence gain advantage on saving throws that would cause, blinded, deafened, paralyzed, poisoned, and stunned. And if they still fail, you can use 3 Alteration Points as a reaction to Heal 5d8 + your intelligence modifier

The Seer[edit]

You Create Rifts in the Depths of your mind. your vision is limitless

Extended Spell List[edit]

At 3rd level, Chaos Bolt, Comprehend Languages

At 5th level, Enhance Ability, Darkness

At 9th level, Nondetection, Blink

At 13th level, Arcane Eye, Phantasmal Killer

At 17th level, Dream, Passwall

Enhanced Charge [edit]

At 3rd level, Your Charge is now upgraded.

Charge. When using your reaction to Charge, you can Force the Attacking Creature to make a Wisdom Saving throw Against your Spell Save dc or Be Frightened of you for 1 minute.

Enhanced Discharge [edit]

At Level 3 Discharge Becomes more Powerful.

Discharge no longer requires Alteration Points

The Damage Die from discharge Starts at a minimum 2d4. However the discharge can stack all the way up to your Intelligence Modifier + 1/2 your level in rift mage rounded down (If you have a +5 intelligence and are level 6 Your Discharge can reach 8d4)

Silent Sense[edit]

At 3rd level, you gain Blindsight out to a range of 30 feet

You gain proficiency in Perception checks. If a character already has proficiency you can add your intelligence modifier instead

Rift Influence[edit]

At 6th level, you learn new ways to use your Alteration Points

You can spend a Alteration point to make a reaction Discharge attack to a creature casting a spell.

You can spend 2 Alteration points when using discharge to Stun the Creature. the creature must succeed a Constitution Saving throw vs your spell save dc.

As a Bonus Action you can Cast Etherealness Using 4 Alteration Points, but it only has the duration of 5 minutes. Once this is used it cant be used again until the end of a long rest

Whenever you use an Alteration Point. You can add 1d4 to your discharge

Minds Eye[edit]

By 11th Level you have honed your ability to resist the mind-altering powers. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws.

If a Creature forces you to make one of these saves, as long as your proficient the creature must make their own Constitution saving throw But against your Spell Save DC or be Blinded for 1 minute

Rifts Protection[edit]

At 17th level you may add the Discharge Dice pool to the dice when using your reaction to charge. When you do treat every dice as if it was rolled at its max value. After you use this feature regain all Alteration points. This feature can only be used once per Long Rest

Rift Warrior[edit]

Utilize the Alteration of matter to your strategic benefit. modify yourself and take control

Extended Spell List[edit]

At 1st level, Armor of Agythys, Magnify Gravity

At 5th level, Shadow blade, Enhance Ability

At 9th level, Hunger of Hadar, Life Transference

At 13th level, Summon Elemental, Fabricate

At 17th level, Destructive Wave, Steel Wind Strike

Potent[edit]

At Level 3 you learn to draw on the energy from your rifts.

-Your walking speed increases 10 feet.

-When using Arching Alteration to change your weapons damage type you may add half of your discharge dice rounded down to your next weapon attack. this does not consume The Charge

-After taking the attack action you can make a discharge attack as a part of the same action, this attack is still treated as ranged however you will not suffer disadvantage to your attack roll when making the attack while within 5ft of another hostile creature.

-When Using Discharge you no longer lose all charge, instead lowering it by 1d4

Rift Warrior[edit]

At level 3 you acquire the training necessary to effectively arm yourself for battle Gain proficiency in Martial weapons and shields. Your now able to make weapon attacks with your intelligence modifier

Rift Strikes[edit]

At Level 6, you gain new ways to use your Alteration Points

You can use a Alteration point when you hit with an attack to make another attack on a different creature within your weapon range

You can use a Alteration point when you decide to make an attack, on your turn, to increase the range of that attack by 5ft.

You can use 2 Alteration points when you hit an attack, The Creature must make a Constitution saving throw or be Stunned.

You can use 3 Alteration points to cast fly.

Whenever you use an Alteration point you gain 1d8 Temporary Hit Points.

Enhanced Barrier[edit]

Starting at 11th level,

Any Temporary hit points you gain don't disappear naturally, When making a Discharge attack allies connected via Rift Quintessence gain Temporary HP equal to the half the damage roll rounded down.

Barrier Assault[edit]

At level 17, When taking the attack action any ally who has gained temporary hp while within 30ft of the rift mage can willingly give up their temporary hp and the rift mage can add that number to the damage of the triggering attack.

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