Riftbreaker
Hit Dice: 1d10
HP Bonus: Ld6+L*CON
TP: 300
You charge an extreme amount of power into your legs, leaping off in a jump that carries you at the speed of a bullet a distance of up to 1000ft. While traveling, you may freely open as many portals as you wish. Each enemy you impale with your polearm as you fly will consume an amount of your remaining distance equivalent to 1.5x their STR save; this amount increases by 1.5x for an enemy each time you impale the same enemy. Whenever you impact an enemy, you deal damage equivalent to your polearm, as well as inflicting Stagger (I) x1 and removing an amount of PC equivalent to their Vulnerability level to Piercing damage (3 by default). Enemies must pass a DEX save DC of 40 to dodge you.
You have learned how to exploit the spatial distortions left by teleportation magic to hunt down tricky foes. Whenever any creature uses an ability that distorts space such as Teleport, Dimension Door, or Astral Projection, they leave a 60ft radius AOE perceptible only to you at both the point of origin and exit, known as a region of Spatial Instability. Whenever space is distorted within the AOE, or when another AOE of Spatial Instability overlaps with it, that region gains an additional stack of Spatial Instability, up to a maximum of 9.
As a free action each round, you can open a number of 5ft diameter portals within an area of Spatial Instability up to the number of Spatial Instability stacks. These portals do not contribute to Spatial Instability stacks. You can also combine the portals to create portals of larger sizes, with the sum of the total diameters of all portals not exceeding 5x the Spatial Instability stacks. So long as you can still open portals during the round, you can do so as a free action even outside of your turn. By utilizing these portals, you can benefit from Improved Jump and the other associated bonuses granted by the Dragoon class while in a less open environment.
You can now use Improved Jump while in the air as a Tactical Action, and you no longer need to roll to keep yourself in the air.
By standing in an area of Spatial Instability, you can use an Investigation check to determine the nature of the creature that caused the instability, as well as where they went to, including what plane of existence they traveled to.
Instead of spending turns in the air to activate Shattering Slam or Meteoric Impact, their requirements now change to using two consecutive Improved Jumps without impacting a surface, and using four consecutive Improved Jumps without impacting a surface respectively. Your momentum must be carried across the consecutive jumps; taking any action that moves you physically (besides teleportation) that is not an Improved Jump will fail the requirement.
Your familiarity with the scent of Riftlord blood has allowed you to innately sense the presence of spatial distortions in the making. You gain passive perception for spatial distortions within a 200ft radius of you, and can tell if something is about to teleport within that area of you. You also can innately sense the position of any creature of Rift origin within that radius, including on adjacent planes of existence that intersect with that region. This also applies to creatures that have a Blackblood or Blackbone pact with a Rift creature.
In order to better hunt Riftlords, you have repeatedly sampled their flesh, gaining some level of mastery over their abilities yourself. You gain a free use of the spell Eldritch Blast III at the start of your turn.
While in a region of Spatial Instability, your DEX rolls gain a bonus equivalent to 3 + the stacks of Spatial Instability.
Your knowledge gained from hunting Riftlords has granted you innate knowledge of the manipulation of spacetime. While in a region of Spatial Instability, once per turn you can cast any spell from the Rift Magic school whose level is less than or equal to the stacks of Spatial Instability, with no spell slot cost.
While you sense the presence of a Rift creature in accordance with Eldritch Bloodhound, you gain 5 stacks of Brave (1), and 1 stack of Brave (1) each round thereafter so long as the Rift creature remains within the effective radius.
During a long rest, if you have a Blackblood or Blackbone party member who agrees to it, you can ingest a small amount of their blood. Until your next long rest, you gain one of their Blackblood or Blackbone abilities at random, which can be used once at the start of your first turn each round provided there is sufficient Spatial Instability. Spatial Instability requirements vary depending on the strength of the ability.
Once per turn, you can use the Scatter spell as a free action with no spell slot cost.
Whenever you teleport, you have a 1d4 chance of gaining a free attack action.
Whenever you open, pass through, or close a portal, it releases a pulse of spatial damage in a 15ft AOE, dealing 10d10 Spatial damage at a DC 25 CON save and inflicting Spacewarped (I) 12d10 (1) if they fail the save.
Whenever you use Shattering Slam or Meteoric Impact, you spawn a number of spectral polearms out of portals within the area of Spatial Instability, at locations of your choosing. The number of spectral polearms is equivalent to the number of portals you passed through since you last touched the ground, and their damage is equivalent to your polearm damage, with its damage type changed to Spatial.
Your polearm attacks now deal an additional +25% Spatial damage on hit, and you can choose to inflict stacks of Spacewarped 12d10 (1) equivalent to 1d(Spatial Instability).
HP Bonus: Ld6+L*CON
TP: 300
Proficiencies
Same as DragoonRequirements
- (Class Bond) Dragoon: You must have fully unlocked every ability of the Dragoon class.
- (Item) Riftwalking Catalyst: You must have obtained a special artifact of the Rift that allows you to open portals at will.
Abilities
Ultimate Ability: Riftlord’s Bane – Living Bullet
Rarity: Mythic | CC: Riftbreaker | REQ: Pierce the Veil | UP: 100 | ZP: 2 | ZL: 1 | Cost: 6 TPYou charge an extreme amount of power into your legs, leaping off in a jump that carries you at the speed of a bullet a distance of up to 1000ft. While traveling, you may freely open as many portals as you wish. Each enemy you impale with your polearm as you fly will consume an amount of your remaining distance equivalent to 1.5x their STR save; this amount increases by 1.5x for an enemy each time you impale the same enemy. Whenever you impact an enemy, you deal damage equivalent to your polearm, as well as inflicting Stagger (I) x1 and removing an amount of PC equivalent to their Vulnerability level to Piercing damage (3 by default). Enemies must pass a DEX save DC of 40 to dodge you.
Pierce the Veil
Level 1 | CC: Riftbreaker | REQ: Improved Jump | Rarity: Mythic | Cost: 8 TPYou have learned how to exploit the spatial distortions left by teleportation magic to hunt down tricky foes. Whenever any creature uses an ability that distorts space such as Teleport, Dimension Door, or Astral Projection, they leave a 60ft radius AOE perceptible only to you at both the point of origin and exit, known as a region of Spatial Instability. Whenever space is distorted within the AOE, or when another AOE of Spatial Instability overlaps with it, that region gains an additional stack of Spatial Instability, up to a maximum of 9.
As a free action each round, you can open a number of 5ft diameter portals within an area of Spatial Instability up to the number of Spatial Instability stacks. These portals do not contribute to Spatial Instability stacks. You can also combine the portals to create portals of larger sizes, with the sum of the total diameters of all portals not exceeding 5x the Spatial Instability stacks. So long as you can still open portals during the round, you can do so as a free action even outside of your turn. By utilizing these portals, you can benefit from Improved Jump and the other associated bonuses granted by the Dragoon class while in a less open environment.
Improved Jump II
Level 2 | REQ: Improved Jump | Rarity: Mythic | Cost: 3 TPYou can now use Improved Jump while in the air as a Tactical Action, and you no longer need to roll to keep yourself in the air.
Interplanar Tracking
Level 3 | REQ: Pierce the Veil | Rarity: Exotic | Cost: 2 TPBy standing in an area of Spatial Instability, you can use an Investigation check to determine the nature of the creature that caused the instability, as well as where they went to, including what plane of existence they traveled to.
Custom Quest Trait
Level 4 | CC: RiftbreakerRiftbreaker's Dive
Level 5 | REQ: Shattering Slam; Meteoric Impact | Rarity: Mythic | Cost: 5 TPInstead of spending turns in the air to activate Shattering Slam or Meteoric Impact, their requirements now change to using two consecutive Improved Jumps without impacting a surface, and using four consecutive Improved Jumps without impacting a surface respectively. Your momentum must be carried across the consecutive jumps; taking any action that moves you physically (besides teleportation) that is not an Improved Jump will fail the requirement.
Eldritch Bloodhound
Level 6 | REQ: Pierce the Veil | Rarity: Exotic | Cost: 3 TPYour familiarity with the scent of Riftlord blood has allowed you to innately sense the presence of spatial distortions in the making. You gain passive perception for spatial distortions within a 200ft radius of you, and can tell if something is about to teleport within that area of you. You also can innately sense the position of any creature of Rift origin within that radius, including on adjacent planes of existence that intersect with that region. This also applies to creatures that have a Blackblood or Blackbone pact with a Rift creature.
Know Thy Prey
Level 7 | CC: Riftbreaker | Rarity: Exotic | Cost: 3 TPIn order to better hunt Riftlords, you have repeatedly sampled their flesh, gaining some level of mastery over their abilities yourself. You gain a free use of the spell Eldritch Blast III at the start of your turn.
Custom Quest Trait
Level 8 | CC: RiftbreakerOne with the Weave
Level 9 | REQ: Pierce the Veil | Rarity: Exotic | Cost: 4 TPWhile in a region of Spatial Instability, your DEX rolls gain a bonus equivalent to 3 + the stacks of Spatial Instability.
Rift-Hunter's Knowledge
Level 10 | REQ: Pierce the Veil | Rarity: Mythic | Cost: 10 TPYour knowledge gained from hunting Riftlords has granted you innate knowledge of the manipulation of spacetime. While in a region of Spatial Instability, once per turn you can cast any spell from the Rift Magic school whose level is less than or equal to the stacks of Spatial Instability, with no spell slot cost.
Eldritch Bloodhound II
Level 11 | REQ: Eldritch Bloodhound | Rarity: Exotic | Cost: 4 TPWhile you sense the presence of a Rift creature in accordance with Eldritch Bloodhound, you gain 5 stacks of Brave (1), and 1 stack of Brave (1) each round thereafter so long as the Rift creature remains within the effective radius.
Custom Quest Trait
Level 12 | CC: RiftbreakerKnow Thy Prey II
Level 13 | REQ: Know Thy Prey | Rarity: Mythic | Cost: 3 TPDuring a long rest, if you have a Blackblood or Blackbone party member who agrees to it, you can ingest a small amount of their blood. Until your next long rest, you gain one of their Blackblood or Blackbone abilities at random, which can be used once at the start of your first turn each round provided there is sufficient Spatial Instability. Spatial Instability requirements vary depending on the strength of the ability.
Instinct: Scatter
Level 14 | CC: Riftbreaker | Rarity: Exotic | Cost: 5 TPOnce per turn, you can use the Scatter spell as a free action with no spell slot cost.
Acceleration of Spacetime
Level 15 | Rarity: Mythic | Cost: 4 TPWhenever you teleport, you have a 1d4 chance of gaining a free attack action.
Custom Quest Trait
Level 16 | CC: RiftbreakerSpatial Aftershock
Level 17 | REQ: Pierce the Veil | Rarity: Mythic | Cost: 4 TPWhenever you open, pass through, or close a portal, it releases a pulse of spatial damage in a 15ft AOE, dealing 10d10 Spatial damage at a DC 25 CON save and inflicting Spacewarped (I) 12d10 (1) if they fail the save.
Needles of the Rift
Level 18 | REQ: Pierce the Veil; Shattering Slam; Meteoric Impact | Rarity: Mythic | Cost: 6 TPWhenever you use Shattering Slam or Meteoric Impact, you spawn a number of spectral polearms out of portals within the area of Spatial Instability, at locations of your choosing. The number of spectral polearms is equivalent to the number of portals you passed through since you last touched the ground, and their damage is equivalent to your polearm damage, with its damage type changed to Spatial.
Custom Quest Trait
Level 19 | CC: RiftbreakerReality-Piercing Lance
Level 20 | REQ: Pierce the Veil | Rarity: Mythic | Cost: 4 TPYour polearm attacks now deal an additional +25% Spatial damage on hit, and you can choose to inflict stacks of Spacewarped 12d10 (1) equivalent to 1d(Spatial Instability).
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