Riftwardens bend the seams between places, turning a few decisive steps into impossible journeys. They intercept danger, reposition allies, and strike from unexpected angles. Their magic is not spellcraft: it is a trained instinct for finding, opening, and surviving the world's hidden passages.
Mobile defender, tactical rescuer, and close-range striker
RRiftwarden
At a glance
Level
1
Proficiency
+2
bonus at this level
Rift Dice
Hit die d10
PrimaryDexterityConstitution
Features
21, levels 1 to 20
1Level 1, reached
Riftcraft, Rift Die
You gain proficiency with martial weapons, light armor, medium armor, and shields. You can use a Rift Die, a d6, a number of times equal to your proficiency bonus; you regain all expended dice when you finish a Short or Long Rest. Your Rift Die becomes a d8 at level 5, a d10 at level 11, and a d12 at level 17.
Seamstep
As a Bonus Action, spend a Rift Die to teleport up to 20 feet to an unoccupied space you can see. Add the die to the next weapon damage roll you make before the end of this turn. The teleport does not provoke Opportunity Attacks.
2Level 2
Interpose
When a creature you can see within 30 feet takes damage, you can take a Reaction and spend a Rift Die to teleport to an unoccupied space within 5 feet of it, then reduce the damage by the number rolled + your proficiency bonus. You must be able to see your destination.
3Level 3
Riftwarden Subclass
Choose your subclass: Way of the Anchor, Way of the Bladefold, or Way of the Farstep. Your subclass grants features at levels 3, 6, 10, and 14.
4Level 4
Ability Score Improvement
5Level 5
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn. Your Rift Dice become d8s, and your Seamstep distance increases to 30 feet.
6Level 6
Shared Passage
When you teleport using Seamstep or Interpose, choose one willing creature within 5 feet of your starting space. It can teleport with you, appearing in an unoccupied space within 5 feet of your destination.
7Level 7
Ready the Seam
When you roll Initiative and have no Rift Dice remaining, you regain one. You also gain proficiency in Dexterity saving throws; if you already have it, gain proficiency in Intelligence saving throws instead.
8Level 8
Ability Score Improvement
9Level 9
Company Through
When you use Seamstep, you can bring up to two willing creatures within 5 feet of you, placing each in an unoccupied space within 5 feet of your destination. You can do so once per turn.
10Level 10
Subclass Feature
Your subclass grants a feature. In addition, your Seamstep distance increases to 40 feet.
11Level 11
Rift Assault
Your Rift Dice become d10s. Once on each of your turns when you teleport, you can make one weapon attack as part of the same action or Bonus Action that caused the teleport.
12Level 12
Ability Score Improvement
13Level 13
Deep Reserve
When you roll Initiative, you regain up to two expended Rift Dice. You can also use Interpose without expending a Rift Die, but only once per Long Rest.
14Level 14
Subclass Feature
Your subclass grants a feature. In addition, you can see invisible creatures and objects within 10 feet of you if they are not behind Total Cover.
15Level 15
Slip the Blow
When you teleport, you can leave a brief afterimage. Until the start of your next turn, the first attack roll against you has Disadvantage, and you can move through creatures' spaces as if they were Difficult Terrain.
16Level 16
Ability Score Improvement
17Level 17
Perfected Riftcraft
Your Rift Dice become d12s. When you use Interpose, the protected creature also gains Temporary Hit Points equal to your Riftwarden level.
18Level 18
Seam Without End
When you roll Initiative, you regain all expended Rift Dice. Once per turn, when you roll a Rift Die, you can reroll it and use either result.
19Level 19
Epic Boon
You gain the Ability Score Improvement feat or another feat for which you qualify; this feat can be an Epic Boon feat. Also, when you roll Initiative, you can teleport up to 30 feet to an unoccupied space you can see.
20Level 20
Worldspan
Once per Long Rest, as a Magic action, you open a stable passage for 1 minute between two unoccupied spaces you can see within 300 feet. You and your allies can move through it freely; hostile creatures must succeed on a Strength saving throw against your Rift save DC to pass through. You can close the passage early without an action.
Core traits
Hit die
d10
Primary
DexterityConstitution
Saves
DexterityConstitution
Hit points per Riftwarden level; Hit Points at 1st Level: 10 + your Constitution modifier. Hit Points at Higher Levels: (or 6) + your Constitution modifier per Riftwarden level after 1st.
DefensesRift save DC, if needed: 8 + your proficiency bonus + your Dexterity modifier.
Armorlight armor, medium armor, shields.
Weaponssimple weapons and martial weapons.
Toolsnone. Choose two skills from Acrobatics, Athletics, Insight, Investigation, Perception, Sleight of Hand, and Survival.
Skill choicesAcrobatics, Athletics, Insight, Investigation, Perception, Sleight of Hand, Survival
ResourceRift Dice: a pool equal to your proficiency bonus, regained on a Short or Long Rest, with additional recovery from class features. Rift Die size scales at class levels 5, 11, and 17.
MulticlassingPrerequisite: Dexterity 13 or Strength 13. When you multiclass into Riftwarden, you gain proficiency with light armor, medium armor, shields, and martial weapons. Rift Dice and class features are based on Riftwarden level, not total character level.
Subclasses
3
Way of the Anchor
Hold the line by deciding where the line is.
Protective anchor marks
Improved damage interception
A defensive zone that allies can cross safely
Way of the Bladefold
Make every opening a blade's reach.
Weapon strikes delivered through short folds
A disorienting attack after teleporting
A finishing maneuver that crosses multiple foes
Way of the Farstep
The farthest road is only one step away.
Longer, more precise teleports
Rescue allies from extreme distances
Create a brief safe route through danger
Playing one
What it is
Riftwardens bend the seams between places, turning a few decisive steps into impossible journeys.
They intercept danger, reposition allies, and strike from unexpected angles. Their magic is not spellcraft: it is a trained instinct for finding, opening, and surviving the world's hidden passages.
How to play one
Play the battlefield as a shifting map: use Seamstep to reach vulnerable targets, Interpose to blunt a decisive hit, and Shared Passage to move allies where they can matter.
Your limited Rift Dice reward timing; save some for emergencies, but do not hoard them so tightly that you miss the class's defining rescues and repositioning.
Make one
Personality
I instinctively note every doorway, alley, and possible escape route.
Ideal
No one should be trapped by a boundary they did not choose.
Bond
I owe my life to the stranger who pulled me through a closing rift.
Flaw
I treat every problem as if it can be solved by getting there first.
Quirk
You test doorways with a fingertip before walking through.
Personality
I instinctively note every doorway, alley, and possible escape route.
I speak calmly when everyone else is panicking.
I find it easier to offer help than to ask for it.
I am fascinated by places that should not connect.
Ideals
No one should be trapped by a boundary they did not choose.
Power matters most when it makes someone else safer.
The unknown is not a threat until someone makes it one.
Bonds
I owe my life to the stranger who pulled me through a closing rift.
I guard a place where the world is thin, though few know it exists.
I carry a token from someone I failed to bring home.
Flaws
I treat every problem as if it can be solved by getting there first.
I struggle to stay in one place when I feel helpless.
I sometimes mistake a risky rescue for a necessary one.
Quirks
You test doorways with a fingertip before walking through.
You stand at angles that leave a clear path to the exit.
You describe distances in footsteps rather than feet.
You apologize to people before abruptly appearing beside them.
In the world
Training
A prospective Riftwarden learns to sense spatial tension through breath, balance, and repeated exposure to safe, minor distortions.
Initiation usually requires crossing a brief passage while carrying another person, then returning without losing either traveler to the seam.
How others see them
Ordinary people often see Riftwardens as reassuring rescuers until one appears inside a locked room.
In unsettled regions they are celebrated as guides; in guarded cities their ability to cross barriers invites suspicion and strict regulation.
Famous practitioners
RiftwardenTavren QuickstepA battlefield rescuer famed for carrying an entire company through a ring of encircling giants.
RiftwardenIlyra of the FoldA quiet guardian who sealed a passage beneath her observatory and never crossed it again.
Factions
The Open Hand Road
A network of escorts who specialize in extracting people from sieges, disasters, and impossible prisons.
The Foldward Cartographers
A secretive fellowship that charts unstable passages and seals those that threaten nearby settlements.
The Crossing Guard
A mercenary company that trains Riftwardens to control the flow of battle without holding territory.
Regions
The Shattercoast
Riftwardens train among cliffside settlements where narrow bridges and sudden storms make rapid rescue essential.
The Glass Marches
Old observatories and abandoned watchtowers here are built near persistent, carefully monitored spatial seams.
The Nine Confluences
In the crowded river cities, Riftwardens are prized as emergency responders and feared as potential intruders.
Character hooks
You were the sole survivor of a disaster that briefly folded a city block into another place.
Your mentor vanished while mapping a route through an impossible landscape.
A ruler hired you to protect a diplomatic party because ordinary roads are no longer safe.
You escaped a prison no one could enter or leave, and now you seek the people who built it.
You have sworn to find a missing person whose trail ends at a door that should not exist.
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