Riftbound Warden
Harness Tempered Flesh and Battle Rites Against the Rift
Riftbound Wardens are Fighters who’ve stood too close to Breachpoints, Rim Arcs, and other wounds in the world—and survived. That brush with the unnatural leaves marks: scarred flesh, iron-hard instincts, and a stubborn refusal to break. Rather than deny what they’ve endured, Riftbound Wardens train to shape it, hammering their bodies into living bulwarks and etching simple, brutal Riftbound Rites into muscle memory. Their Vigor-fueled techniques shove, sear, ward, and ensnare, giving them just enough edge of “not-quite-magic” to stand where no one else can.
Most Riftbound Wardens are drawn from or trained alongside the Rift Wardens, whose caravans, strongholds, and strike teams all need veterans who can both hold the line and read the signs of corruption. On the field, you blend disciplined martial skill with narrowly focused Rites, backed by hardened resolve and specialized training—whether as a stalwart Hoplite, relentless Linebreaker, precise Duelist, or grim Huntsman. Wherever the Rift leaks into the world, a Riftbound Warden is the fighter who steps forward, plants their feet, and refuses to let it spread.
Level 3: Riftbound Rites
Though not a warrior mages, you can cast some simple magical spells, called Riftbound Rites. Your Rites are fueled by a resource called Vigor. Rites. You learn two Rites of your choice. You learn one additional Rite of your choice when you reach Fighter levels 5, 7, 10, and 15. Each time you gain a Fighter level, you can also replace one Rite you know with a different one. Vigor. You have a number of Vigor points equal to your Constitution modifier plus your Proficiency Bonus. A Vigor point is expended each time you use a Rite, unless the Rite specifies that it uses more than one. You regain all expended Vigor points when you finish a Long Rest. You can also regain Vigor by expending a use of your Second Wind to regain Vigor equal to 1d4 plus your Constitution modifier. Once you use this feature you cannot use it again until you finish a Long Rest. Attack Bonus. If a Rite has an attack roll, the attack bonus equals your Constitution modifier and Proficiency Bonus. Saving Throws. If a Rite has a save DC, the DC equals 8 plus your Constitution modifier and Proficiency Bonus. Magical Nature of Rites. Rift Rites and other features that expend Vigor are magical abilities. For the purpose of game effects that interact with magic—such as Counterspell, Detect Magic, Dispel Magic, and similar effects—a Rite you use is treated as a level 1 spell, and any ongoing effect created by a Rite is treated as an ongoing level 1 spell effect that can be detected, dispelled, or suppressed. Rites don’t use spell slots and don’t count as spells you know or have prepared.Riftbound Rites Options
Rite of Aether Grasp. As an Action, you direct a telekinetic wave at a single target you can see within 60 feet. The target must make a Strength saving throw. On a failed save, you can knock the target Prone or push it in a straight line away from you a number of feet equal to 5 times your Proficiency Bonus (your choice). Rite of Binding Snare. As an Action, you place a nearly invisible magical trap in an unoccupied space on the ground. The trap remains in place for a number of hours equal to your Proficiency bonus, and you can have a number of traps active equal to your Constitution modifier at a time. A creature can make an Intelligence (Investigation) or Wisdom (Perception) check against your Rite DC to discern the trap’s presence. When a Small, Medium, or Large creature moves into the space of the trap, it must make a Dexterity saving throw. On a failed save, the creature has the Restrained condition. Rite of Compelling Brand. As an Action, you direct an enchanting wave of magic at a creature you can see within 30 feet. The target must make a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the creature is Charmed by you for a number of minutes equal to 10 times your Proficiency Bonus or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends the target knows it was Charmed by you. Rite of Iron Bulwark. As a Reaction, when you are hit by a weapon attack roll from a creature you can see, you create a protective shield around yourself that increases your Armor Class by your Constitution modifier against that attack and grants you resistance to Bludgeoning, Piercing, and Slashing damage until the start of your next turn. Rite of Searing Lance. As an Action, make a melee or ranged attack against a target you can see within 60 feet. On a hit, the target takes Fire damage equal to 2d6 plus your Constitution modifier. You can increase the fire damage by 1d6 by per additional Vigor point you spend to perform this Rite (maximum d6s equal to your Proficiency Bonus). Rite of Veiled Ward. As a Reaction, when you are hit by a spell attack roll from a creature you can see, you create a protective shield around yourself that increases your Armor Class by your Constitution modifier against that attack and grants you resistance to all spell damage except psychic until the start of your next turn.Level 3: Riftbound Training
You have Advantage on Wisdom (Survival) checks to track Riftspawn, Rift-corrupted, and other Rift touched creatures as well as on Intelligence checks to recall information about such creatures, Rift Corruption, and Rift Madness.Level 3: Warden Specialization
Rift-tempered Warriors refine distinct methods for holding the line and hunting the unnatural. You learn one specialization of your choice. You learn one additional specialization of your choice when you reach Fighter levels 7, 10, 15, and 18. Commander. You gain proficiency in Charisma (Persuasion) and as a Bonus Action you can expend 1 Vigor to radiate a 10-foot Emanation until the start of your next turn. While in the aura, you and your Allies gain a 1d4 bonus to weapon attack rolls or weapon damage rolls (choose when you use this feature). Dragoon. You gain proficiency in Wisdom (Animal Handling) and you have Advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you do not have the Incapacitated condition. Mounting or dismounting a creature costs you only 5 feet of movement. Additionally, once on each of your turns, when you move at least 10 feet in a straight line toward a creature and hit it with a melee weapon attack, you can immediately move up to 10 feet without provoking Opportunity Attacks from that creature in a straight line. Duelist. You gain proficiency in Dexterity (Acrobatics). As a Reaction when a creature you can see within reach of your weapon attacks you or a creature within 5 feet of you, you can make a Strength or Dexterity saving throw against the attack roll. On a successful save, the attack misses and you can make one attack against the creature with the melee weapon used to parry the attack. You must be wielding a melee weapon to use this action. You can use this feature a number of times equal to your Proficiency Bonus, and regain expended uses when you finish a Long Rest. Executioner-at-Arms. You gain proficiency in Wisdom (Insight) and once per turn when you hit a creature with the Bloodied condition with a weapon attack, you can deal Force damage to it equal to your Constitution modifier. Hoplite. You gain proficiency in Strength (Athletics) and while you are wielding a shield, Allies within 5 feed of you gain a +1 bonus to Armor Class. Additionally, as a Reaction when a creature you can see attacks you or a creature within 5 feet of you, you can make a Strength saving throw against the attack roll. On a successful save, the attack misses. On a failed save, you reduce the damage by 1d10 plus your Strength modifier, to a minimum of 1 damage. You must be wielding a shield to use this action. You can use this feature a number of times equal to your Proficiency Bonus, and regain expended uses when you finish a Long Rest. Huntsman. You gain proficiency in Wisdom (Survival) and you learn the Scent of Blood cantrip. Constitution is your spellcasting ability. Linebreaker. You gain proficiency in Charisma (Intimidation) and once per turn when you take the Shove action and push the target 5 feet away, you can also move into the space left unoccupied by that target as part of the Shove action. Additionally, once per turn, when you move at least 10 feet in a straight line toward a creature and hit it with a melee weapon attack, you deal additional damage equal to your Proficiency Bonus. Runebreaker. You gain proficiency in Intelligence (Arcana) and when you roll a saving throw against a spell or other magical effect you can expend 1 Vigor point to give yourself Advantage on the roll.Level 7: Tempered Bulwark
Years of holding the line against supernatural and unnatural creatures have hardened you and those who fight beside you. Bulwark Aura. While you are not Incapacitated, you and Allies within 10 feet of you gain a bonus to saving throws to avoid or end the Charmed, Frightened, and Possessed conditions equal to your Constitution modifier (minimum +1). Ease the Breach. You have Advantage on Intelligence (Arcana) checks against Breachpoints when attempting to close them as well as Advantage on Dexterity saving throws against Breachpoint Rim Arcs. Rift-Hardened Soul. You have Advantage on saving throws to avoid or end the Charmed, Frightened, and Possessed conditions. Rift Resistance. You have Advantage on saving throws to avoid or end Rift Corruption, Shadow Plague, and Rift Madness.Level 10: Grey Vigil
You sleep light and step into battle already braced for horrors slipping through the cracks of the world. Ever-Ready. You can’t be Surprised while you don’t have the Unconscious condition. Opening Rite. You can perform one Riftbound Rite that has a casting time of 1 Action as a Bonus Action instead, expending Vigor for it as normal. Once you use this feature you can’t use it again until you finish a Short Rest or a Long Rest. Vigilant Step. When you roll Initiative, you can spend 1 Vigor to add your Constitution modifier (minimum 1) to the roll.Level 15: Last Line
You refuse to fall while anyone still stands behind you. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. When you do so, you immediately gain Temporary Hit Points equal to your Fighter level plus your Constitution modifier. Until the end of your next turn, you gain the following benefits:- You have resistance to all damage except Psychic damage.
- When you hit a creature with a weapon attack, you can choose to expend 1 Vigor to deal extra Force damage to the target equal to 2d8 + your Constitution modifier.


Comments