Rift Weaver (5e Class)
From D&D Wiki
- 1 Rift Weaver
- 2 Creating a Rift Weaver
- 3 Class Features
- 4 Weaver Disciplines
- 5 Planar Weaver
- 6 Material Weaver
- 7 Self Weaver
- 8 Multiclassing
The Rift teaches all those who are willing to embrace it. The entity is housed within the Tower of Tears giving all those who are worth perfecting the art of teleportation. The Rift shows these disciples how to see the threads that connect the world to the environment surrounding it. Do you have the mental capacity to understand the teachings of The Rift?
A tiefling stands at the top of a tower so high that it pierces the clouds. He stands tall, looking out to see the world around him. Without thinking, he jumps. As he begins his decent he sways back and forth thinking of his time in the tower. Meditating, training, he believes he is ready for the task ahead. He falls and falls seeing the tower as he spins and plummets to the ground below. Seeing the tower from his decent he wonders if what he learned will help him in his quest. He believes that it will. He sees the energies around him, surrounding him with their presence. He can feel the heat of the fire, the cooling breeze of the wind, hear the trembling of the earth and taste the spray of the water. Moments before hitting the ground, he whispers something in the language of elements and below him opens a portal of swirling fire. He falls through the portal and disappears. Decades later he returns from the same spot running through the portal of fire avoiding being shot by those he has angered. He releases fire from his fingertips and it swirls around the one who came through his portal. The fire surrounds the creature creating a portal that sends only him away. He stands before the tower bringing with him treasures from his visit. He starts his trek, walking back to the tower with pride.
Running away from arrows being shot from behind her, an elf speeds past them trying to avoid being killed. The ones chasing her still haven't given up yet. She continues running dodging as best as she could only to get stuck with an arrow in her leg. She struggles to keep going. Thinking to herself, "I must keep going". Seeing a nearby alleyway in this maze of a city she runs hoping to avoid being seen by her pursuers. She manages to catch her breath. As they passed by the last one sees her crouching in the alley. He shouts to the others and they come running back. She is cornered by those who were chasing her and their is no escape. The stout, ale smelling archers standing with their bows trained on her as she crawls to a nearby corner. They shout at her in a language that is harsh and guttural. She does not understand. She begs and begs that they do not shoot her. Then, she looks at them very intently and demands that they shoot her. As she finished, they released their arrows but as they quickly as they were shot...they vanished before hitting her. They are bewildered and mere moments later, they are stuck with their very own arrows. The elf pulls the arrow out of her leg and dresses her wounds, walking away as if nothing happened.
Laying down on a hill, a dragonborn stares at the sky. In the distance, he sees a dragon flying above him. He doesn't move. The dragon flies closer and begins to circle the hill the dragonborn is laying on. He still does not move. The dragon lands on hill standing over the dragonborn and breathes a fire of untold heat. The dragon looks to admire his kill but in the ash, he does not find the dragonborn. He wonders where the dragonborn could have gone, he knows that no one can just vanish. The dragon feels something on his back that was not their before. He does not move but he does feel scales and claws moving on his back. Without warning, the dragon flies up and spins as an effort to send whatever was on his back falling to the ground. Moments later, he feels the same feeling as before. This time he feels the pain of metal piercing his hide and roars. He looks back and sees it is the dragonborn he thought he had incinerated. He continues to try to get the dragonborn off his back by several other means such as throwing him off, crashing into things and using his wings to beat him off but somehow the dragonborn keeps coming back and stabbing him repeatedly. He is forced to land. He demands that the dragonborn get off his back. He does so and walks towards the front of the dragon and lunges his spear at the dragon yet again piercing the dragon's eye. The dragon roars again in pain. He breathes fire once more at the dragonborn in an effort to burn him alive for this torment. He looks to see if his efforts were not in vain but does not see the dragonborn's burnt corpse. Yet again he feels the dragonborn on his back. The dragonborn walks on the dragon's back and kneels on the dragon's head. He stabs him one last time, seeing the dragon's legs give out and he stands on top of the dragon's corpse. He releases fire from his mouth exclaiming victory.
Creating a Rift Weaver
Players wanting to become a Rift Weaver should make Intelligence their highest ability score, followed by Dexterity and choose the Hermit or Outlander Background.
As a Rift Weaver you gain the following class features.
- Hit Points
Armor: Light armor, medium armor
Weapons: Simple weapons
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Arcana, History, Investigation, Medicine and Perception
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a spear or (b) any simple weapon
- (a) a chain shirt or (b) studded leather
- (a) a Diplomat's Pack or (b) a Explorer's Pack
- (a) a Healing Kit or (b) a Cartographer's Kit
|4th||+2||Ability Score Improvement||8|
|6th||+3||Planar Sight, Extra Attack||10|
|8th||+3||Ability Score Improvement||14|
|12th||+4||Ability Score Improvement||24|
|16th||+5||Ability Score Improvement||40|
|19th||+6||Ability Score Improvement||70|
As a Rift Weaver you understand the fabric of the universe and see the threads that connects things together. You have Ethereal sight out to 30ft. You can cast the following spells using Teleportation Points.
At 1st level, 2 TP: Expeditious Retreat, Longstrider, Jump
At 5th level, 3 TP: Blur, Mirror Image, Misty Step
At 9th level, 5 TP: Nondetection, Blink, Haste
At 13th level, 6 TP: Dimension Door, Freedom of Movement
At 17th level, 7 TP: Teleportation Circle, Passwall
At 1st level, you can cast the above spells using Teleportation points. You regain TP equal to your Intelligence Modifier multiplied by half your proficiency bonus (round down) during a short rest and all your TP during a long rest.
Intelligence is your spellcasting ability. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a rift weaver spell you cast. The Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.
At 2nd level, you can cast a spell gained from the Weaver class feature with casting time of 1 action or 1 bonus action and a duration of Instantaneous as a reaction to an attack. You must still spend the TP required to use the spell and if you use this feature without having the TP, the spell automatically fails. At 14th level, when you use this feature to cast a spell, you can make 1 melee attack if you teleport within reach of a target by spending 3 TP.
When you reach 3rd level, a Rift Weaver has received enough training from The Rift, an extradimensional entity that instructs them on how to master the art of teleportation using 1 of 3 different disciplines. Up to this time you have only been able to become faster and perform feats of acrobatics but this was only in preparation to further your prowess as a Rift Weaver. The Rift has given you enough instruction to become more specialized. See Weaver Disciplines below for more details.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.
At 6th level, you can see into other planes of existence. As an action, your eyes change color depending on which plane you are looking into. You can see up to 60ft into that plane but creatures on that plane cannot see or interact with you. This sight strains your eyes. After using your Planar Sight, make an Constitution saving throw or be blinded for 1 minute. At 14th level, you see up to 120ft into your plane of choice and do not have to make the Constitution saving throw after using this feature. You can use this feature up to Intelligence modifier times per long rest. You can only use this feature to see overlapping planes or the next plane over but only 1 at a time. For example, if you are on the Material Plane you can see into either the Ethereal Plane, Shadowfell or the Fey Wilds. At 18th level, this feature is always available and requires no rest or saving throw to use.
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 10th level, you can cast a teleportation spell and gives its effects to a creature you touch. At 15th level, you can use this feature on a creature within a 15ft radius of you. At 17th level, you can use this feature on up to Intelligence modifier creatures within a 30ft radius of you. If you use this feature on an unwilling target, the target makes a Charisma saving throw against your Spell DC. On a failed save, the spell is cast and effect that target. On a successful save, the spell fails to work on that target.
At 13th level, as a bonus action you can attack a creature by using another dimension provided by The Rift. To use this feature, you must spend 2 TP to open 2 rifts; one at the origin of the attack and the other at the target. To use this feature on a melee weapon attack, spend the 2 TP to activate this feature and an additional 1 TP for every 5ft after the first to a maximum of 25ft away from you. To use this on a ranged weapon attack, spend 2 TP to activate this feature and an additional 1 TP for every 30ft or less distance to a maximum of the long range of the ranged weapon being used. A ranged attack made using this feature does not have disadvantage at long range. For example, if the target of a melee attack is 20ft away from you, you must spend 2 TP to open the 2 rifts and 4 additional TP to have the attack reach the target. For example, if the target of a ranged weapon attack is 100ft away from you, you must spend 2 TP to open the 2 rifts and 4 TP to have the attack reach the target.
At 15th level, any spell listed under the Weaver Class feature now have a TP cost reduced by your Intelligence modifier to a minimum of 2.
At 18th level, any teleportation spell with the casting time of 1 action becomes a bonus action by spending 3 TP in addition to the usual cost. Any teleportation spell that is normally cast as a bonus action has the distance that it can teleport a target doubled by spending 3 TP in addition to the usual cost for that spell. This feature gains the benefits of the Greater Weaver feature.
At 20th level, as an action you become the embodiment of The Rift. This transformation lasts 1 minute. While under this transformation you have the following effects:
You can cast the spell Teleport by using 5 TP and you use the 'On Target' feature of the spell.
When you cast a spell from the Weaver class feature with a range of Self, it does not use TP to cast.
Your spells can effect up to Intelligence modifier creatures within a 60ft radius of you by spending 1 additional TP for every other creature the spell will affect.
Choose one of the following disciplines and further yourself as an upcoming Weaver: Planar Weaver, Material Weaver or Self Weaver. Your choice gives you a Weaver Discipline feature at 3rd, 7th, 11th, and 17th level.
At 3rd level, you learn 1 language of the following: Abyssal, Celestial, Infernal or Primodial. You have proficiency on skill checks related to planar creatures even if you are not proficient.
At 7th level, you can call upon a lesser planar creature as a bonus action. The planar creature you call to you must be CR 4 or lower. To qualify as a planar creature they must be native to a plane of existence that is not the Material Plane. The creature will arrive to you within 5 minutes or at the start of your next turn during combat. The creature stays with you for Intelligence modifier hours (min 1). The creature will follow simple commands as if it were under the Suggestion spell. This feature cannot be used to call a PC to your location. This feature can be used to call a NPC if you know their name as described in the Gate spell.
At 11th level, you learn an additional planar language from the Planar Incarnate feature. You can cast the Contact Other Plane spell using 7 TP and you have advantage on the Intelligence saving throw caused by using the spell.
At 17th level, you can spend 6 TP to use the spell Banishment. The Banishment spell save is determined by your Intelligence (8 + proficiency bonus + Intelligence Modifier). When using Banishment by spending TP on a planar creature not on its native plane of existence, the spell save the creature makes is at disadvantage.
At 3rd level, you use your action, using 1 TP, to touch 1 object weighing less than 5lbs to teleport up to Intelligence modifier feet away from you in any direction. An object sent at a creature does not exhibit enough force to do damage or cause an action to be made. The object being teleported cannot be worn by another creature.
At 7th level, you can as an action, using 3 TP, and cause objects or creatures within Intelligence modifier x 5ft of you to gain the benefit of a spell you cast from the Weaver feature. The number of creatures that can benefit from this feature cannot exceed your Intelligence modifier, the combined weight of the objects cannot exceed 10 x your Intelligence modifier lbs. and a creature cannot be above its carrying capacity. A hostile creature or creature that does not want to gain the benefit of the spell cast makes a Charisma saving throw against your spell DC. On fail, they are affected by the spell. On success, the spell fails for that creature.
At 11th level, you can as an action, using 5 TP, and cause objects or creatures within Intelligence modifier x 10ft of you to gain the benefit of a spell you cast from the Weaver feature. The number of creatures that can benefit from this feature cannot exceed 2 times your Intelligence modifier, the combined weight of the objects cannot exceed 20 x your Intelligence modifier lbs. and a creature cannot be above its carrying capacity. A hostile creature or creature that does not want to gain the benefit of the spell cast makes a Charisma saving throw against your spell DC. On fail, they are affected by the spell. On success, the spell fails for that creature. In addition, you can use your Imbue Teleport feature on objects not worn or carried by another creature.
At 17th level, you can use an action, using 7 TP, and cause objects or creatures within Intelligence modifier x 15ft of you to gain the benefit of a spell you cast from the Weaver feature. The number of creatures that can benefit from this feature cannot exceed 3 times your Intelligence modifier, the combined weight of the objects cannot exceed 30 x your Intelligence modifier lbs. and a creature cannot be above its carrying capacity. A hostile creature or creature that does not want to gain the benefit of the spell cast makes a Charisma saving throw against your spell DC. On fail, they are affected by the spell. On success, the spell fails for that creature. You can use your reaction to cause weapons attacks to be sent back to the attacker for 5 TP per weapon attack. The weapon attack is then sent at the original attacker using your Intelligence modifier to determine the bonus to hit and damage. If the redirected attack misses the original attack, they can make an additional single weapon attack using their reaction if they have one to use and you cannot use this feature to redirect the additional single weapon attack.
At 3rd level, you can cast the Mending cantrip. You gain proficiency in the Medicine skill and Healing Kits. You have double proficiency when making checks with the Medicine skill on yourself.
At 7th level, you can spend and reroll 1 Hit Die up to Intelligence modifier times per rest and use the higher of the 2 rolls. You gain temporary hit points equal to your twice your Intelligence modifier after completing a long rest.
At 11th level, the distance spells from the Weaver class feature are doubled. A touch spell has a range of 30ft. This class feature but does not stack with feats such as Spell Sniper.
At 17th level, after casting a teleportation spell choose up to Intelligence modifier creatures at the origin or the destination of the teleportation (excluding yourself). The selected creatures must make an Intelligence saving throw against your spell DC. On a failed save, they are under the effects of the Slow spell. On a successful save, the target(s) cannot take a reaction until the start of your next turn. This feature can only be used Intelligence modifier times per long rest.
Prerequisites. To qualify for multiclassing into the Rift Weaver class, you must meet these prerequisites: 13 Dex and 13 Int
Proficiencies. When you multiclass into the Rift Weaver class, you gain the following proficiencies: History, Light armor, Medium armor, Simple weapons