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Homebrew

Otherworldly Patron: The Rift Warden

You have made a pact with The Rift Warden, the enigmatic master of the Nexus between realities. Perhaps you sought passage and offered service in return, stumbled upon one of its agents, or directly petitioned the throne at the center of all pathways. The Warden grants you a measure of its control over planar thresholds and stabilizing energies, tasking you perhaps with guarding lesser gates, exploring unknown portals, or acting as an anchor against chaotic incursions. Your power lies in manipulating space, controlling access, and navigating the infinite possibilities the planes offer.

Features

Level 3: Rift Spells

Upon choosing this patron at 3rd level, The Rift Warden grants you access to specific spells, the ability to channel raw planar energy, and the power to manipulate pathways.

Expanded Spell List: The Rift Warden grants you access to spells related to pathways and boundaries. When you reach certain warlock levels, you gain access to the spells listed for that level in the Rift Warden Spells table. These spells count as warlock spells for you, are always known once you reach the required level, and don’t count against the number of warlock spells you know.
Rift Warden Spells

Warlock LevelSpells
3rdAbsorb Elements, Sanctuary, Misty Step, Arcane Lock, Knock
5thBlink, Dispel Magic
7thDimension Door, Freedom of Movement
9thBanishment, Teleportation Circle |

Bonus Cantrip: You learn the Sorcerous Burst cantrip. It counts as a warlock cantrip for you, but it doesn’t count against the number of warlock cantrips you know. This represents your ability to tap into the raw energies flowing through the Warden's portals.

Level 3: Warden's Warp

Also at 3rd level, you gain the ability to briefly shunt creatures through unstable pathways, reflecting the Warden's ability to control movement through portals and potentially shunt dangers. As an action, you can target one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw against your Warlock spell save DC. On a failed save, you teleport the creature to an unoccupied space of your choice that you can see within 30 feet of its original location. This space must be on a surface or in a liquid that can support the target.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a short or long rest.

Level 6: Threshold Sight

You can briefly peer through the veil between worlds, stemming from the Warden's constant monitoring of gateways. As an action, you can gain Truesight out to a range of 30 feet for 1 minute. While this effect is active, you can also see ethereal creatures and objects as if they were solid, and you perceive the presence and approximate location of any planar portals or rifts within 100 feet, whether they are visible or invisible. You regain the use of this feature after finishing a short or long rest.

Level 10: Stabilizing Presence

The Warden's stabilizing energy suffuses you. You gain resistance to force damage. Additionally, you have advantage on saving throws against any effect that would teleport you or move you against your will (including effects that would move you to another plane of existence).

Level 14: Nexus Step

You can traverse reality using the Warden's network of pathways. As an action, you can teleport yourself and up to five willing creatures you can see within 30 feet of you to an unoccupied space you can see up to 1 mile away. Alternatively, you can expend a Warlock spell slot to instead target a location you have seen or visited before on your current plane of existence, appearing in the nearest unoccupied space. Once you use this feature, you can’t use it again until you finish a long rest.


Eldritch Invocations


These invocations are designed to complement the Rift Warden patron:

  • Gatekeeper's Gaze (Prerequisite: 5th level) You can cast Detect Magic at will, without expending a spell slot. When you cast it this way, you also learn if any detected magic originates from a different plane of existence. (Reflects the Warden's vigilance and awareness of planar boundaries )
  • Planar Conduit Blade (Prerequisite: Pact of the Blade) Your pact weapon serves as a conduit for the diverse energies flowing through the Rift Warden's domain. As a bonus action, you can infuse your pact weapon by choosing one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. Until you use this bonus action again to choose a different damage type, or until you dismiss the infusion (no action required), your pact weapon deals damage of the chosen type instead of its normal damage type.
  • Rift Edge (Prerequisite: Pact of the Blade) Your pact weapon deals an extra 1d6 force damage on a hit. When you score a critical hit with it, the target must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you as stabilizing energy repulses it. (Represents wielding stabilized rift energy )
  • Warden's Key (Prerequisite: Pact of the Tome) When you cast a Warlock spell that creates a portal or allows teleportation (like Dimension Door or Teleportation Circle learned via Mystic Arcanum or this subclass's expanded spell list), you can increase the distance limitation by half, or double the duration if it has one. (Thematically links to the Warden's control over portals and keys )




Created by

Archaius42.

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