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  1. Thalassara
  2. Lore

Riftcaller Class(Thalassar)

RIFTCALLER
Riftcallers are void‑touched arcane manipulators who bend gravity, distort space, and sense planar fractures. They are full spellcasters who channel unstable Rift Dice to empower their magic.

Hit Die: d6
Primary Ability: Intelligence
Saving Throws: Intelligence, Dexterity
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs
Tools: None
Spellcasting: Full caster (wizard progression), Intelligence-based
Unique Resource: Rift Dice

CLASS FEATURES

Level 1
Rift Dice (1d6)
Void Affinity
Spellcasting

Level 2
Gravity Bend
Riftcaller Path (subclass)

Level 3
Spatial Distortion

Level 4
Ability Score Improvement

Level 5
Spatial Slip (10 ft teleport)
Rift Dice increase to 2

Level 6
Planar Awareness

Level 7
Subclass Feature

Level 8
Ability Score Improvement

Level 9
Gravity Well

Level 10
Rift Dice improve to d8

Level 11
Rift Dice increase to 3

Level 12
Ability Score Improvement

Level 13
Void Shield

Level 14
Subclass Feature

Level 15
Slipstream Step (20 ft teleport)

Level 16
Ability Score Improvement

Level 17
Rift Dice improve to d10
Rift Dice increase to 4

Level 18
Void Mastery

Level 19
Ability Score Improvement

Level 20
Avatar of the Rift

RIFT DICE
You gain Rift Dice, starting as d6s. You can use a Rift Die to enhance your spells or manipulate outcomes.

You may use Rift Dice a number of times equal to your proficiency bonus per long rest.

You may apply a Rift Die to:
• Add the die to spell damage
• Add the die to a spell attack roll
• Add the die to a saving throw DC for one spell
• Force a creature to reroll a saving throw against your spell

Rift Dice scale:
Level 1: d6
Level 10: d8
Level 17: d10

VOID AFFINITY
You have resistance to force damage from your own spells. You learn the Mage Hand cantrip, and it appears shadowy or distorted.

SPELLCASTING
You are a full caster using Intelligence. You prepare spells like a wizard.

GRAVITY BEND
You can subtly manipulate gravity.
Effects include:
• Reduce or increase the weight of an object you touch
• Move small objects telekinetically
• Gain advantage on checks involving lifting, pulling, or anchoring

SPATIAL DISTORTION
You can bend space around you. As a reaction, you may impose disadvantage on one attack made against you. You can use this a number of times equal to your Intelligence modifier per long rest.

SPATIAL SLIP
At level 5, you can teleport 10 feet as a bonus action without provoking opportunity attacks. You may use this a number of times equal to your proficiency bonus per long rest.

At level 15, this becomes 20 feet.

PLANAR AWARENESS
You can sense planar tears, teleportation magic, and extraplanar creatures within 60 feet.

GRAVITY WELL
You create a 10-foot radius zone of heavy gravity for 1 minute. Creatures treat the area as difficult terrain. You may use this once per long rest.

VOID SHIELD
You gain resistance to force damage. You can grant this resistance to an ally within 10 feet for 1 minute once per long rest.

AVATAR OF THE RIFT
For 1 minute, you become partially incorporeal.
Effects:
• Fly speed 40 feet
• Resistance to force, psychic, and necrotic damage
• Teleport up to 30 feet as a bonus action
• Your spells deal an extra 1d10 force damage

Once per long rest.

RIFTCALLER PATHS
Choose one at level 2.

PATH OF THE BLACK MERIDIAN
Gravity-focused battlefield control.

Level 2 Feature
Crushing Pull: As an action, pull a creature within 30 feet up to 10 feet toward you.

Level 7 Feature
Heavy Step: Your movement cannot be reduced by magic.

Level 14 Feature
Singularity: Create a 5-foot-radius gravity well that pulls creatures 10 feet toward its center. Lasts 1 minute. Once per long rest.

PATH OF THE PALE RIFT
Teleportation, illusions, spatial folding.

Level 2 Feature
Echo Step: When you teleport, leave behind an illusory duplicate for 1 round.

Level 7 Feature
Fold Space: You may cast Misty Step without expending a spell slot once per short rest.

Level 14 Feature
Mirror Rift: Create a duplicate of yourself with half your hit points. It mimics your movement and can cast cantrips. Lasts 1 minute. Once per long rest.

PATH OF THE ECHO VOID
Summoning void echoes, clones, and shadow constructs.

Level 2 Feature
Void Echo: Summon a shadowy construct that can make a single melee attack dealing 1d6 force damage. Bonus action. PB uses per long rest.

Level 7 Feature
Twin Echo: You may summon two echoes at once.

Level 14 Feature
Void Legion: Summon three echoes that act independently. Lasts 1 minute. Once per long rest.