dauntless/content/Classes/Sorcerer/Rifthopper.md
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Rifthoppers are the living embodiment of wanderlust. The yearn to travel and witness unseen vistas burns in them and manifests in their ability to move nearly at the speed of thought. The origin of the rifthoppers powers remains a mystery, as they refuse to stay in one place long enough to be studied extensively. Given the lack of empirical evidence, many scholars have hypothesized that rifthoppers absorb energy from the world itself, typically through an innate connection with ley lines or with areas where the borders between planes are thin, and can use it to alter their own magic.

Adventuring rifthoppers often concern themselves with investigating mysterious portals to unknown locations, researching ley lines and other mystic phenomena, or seeking out and stopping spatial and temporal disturbances.

Rifthopper Progression
Sorcerer Level Features
3rd Rifthopper Origin Spells, Teleport Object, Shift Space
7th Tactical Swap
11th Familiar Locations
15th Dimensional Ambler

Rifthopper Origin Spells 

3rd-Level Rifthopper Feature 

You gain origin spells at the sorcerer levels listed in the Rifthopper Origin Spells table. See the Sorcerer Subclass class feature for how these spells work.

Rifthopper Origin Spells
Sorcerer Level Spells
3rd Misty Step, Hold
5th Sending, Blink
7th Dimension Door, Freedom of Movement
9th Passwall, Teleportation Circle
11th Gravity Fissure*, Scatter*

Teleport Object 

3rd-Level Rifthopper Feature 

You can use an action to teleport a small object that isnt being worn or carried and that you can see within 30 feet of you into your hand. Alternatively, you can teleport an object from your hand to a space you can see within 30 feet of you. The object can weigh no more than 5 pounds and must be able to fit into a 1-foot cube. 

The weight of the object you can teleport increases when you reach certain levels in this class: at 7th (10 pounds), 11th level (15 pounds), and 15th level (20 pounds). 

Shift Space 

3rd-Level Rifthopper Feature 

Once on each of your turns, you can spend an amount of movement equal to up to half your speed and teleport to an unoccupied space you can see within a number of feet equal to the movement you spent. If your speed is 0, such as from being grappled or restrained, you cant use this feature.

You can also spend movement equal to your full speed, reducing your speed to 0 for the turn, and expend a spell slot of 2nd Circle or higher to teleport yourself to a destination within range. The range you can travel is dependent on the circle of the spell slot expended as detailed in the Rifthopper Teleportation Distance table. You bring any objects you are wearing or carrying with you when you teleport, as long as their weight doesnt exceed your carrying capacity. If you teleport into an occupied space, you take 4d6 force damage and are pushed to the nearest unoccupied space. 

Rifthopper Teleportation Distance
Spell Slot Circle Distance Teleported
2nd 30 feet
3rd 60 feet
4th 120 feet
5th 240 feet
6th 480 feet
7th or higher 960 feet

Tactical Swap 

7th-Level Rifthopper Feature 

When a creature you can see within 60 feet of you starts its turn or when you or a creature you can see within 60 feet of you is attacked, you can use your reaction to swap positions with the creature. The target must be willing. 

If you use this feature when you or another creature is attacked, the attacks target becomes the creature that now occupies the space being attacked, not the original target. 

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. 

Familiar Locations 

11th-Level Rifthopper Feature 

If you spend an hour in a location, familiarizing yourself with its features and noting its peculiarities, you can use an action to teleport yourself and a number of willing creatures equal to your Charisma modifier (minimum of 1) within 30 feet of you and that you can see to the location. You can teleport to this location over any distance as long as both you and it are on the same plane of existence. If the location is mobile, such as a boat or wagon, you cant familiarize yourself with it enough to use this feature. 

You can be familiar with a number of locations equal to your Charisma modifier (minimum of 1). You can choose to forget a location (no action required) to make room for familiarizing yourself with a new location. 

You can teleport creatures with this feature a number of times per day equal to your proficiency bonus. You regain all expended uses when you finish a long rest. 

Dimensional Ambler 

15th-Level Rifthopper Feature 

You can use an action to transport yourself and a number of willing creatures equal to your Charisma modifier (minimum of 1) within 30 feet of you and that you can see to the Astral Plane or to the Ethereal Plane. While you are on these planes, you and the creatures you transported can move normally, but each transported creature must stay within 60 feet of you. You can choose to return all of you to the Material Plane at any time as a bonus action. Once you use this feature, you cant use it again until you finish a long rest.