// Practitioners of Magic · dimensional caster
Warlock
Overview
The Warlock is Rifts' dimensional specialist: a caster who walks between worlds, summons entities from other planes, banishes the unwelcome back where they came from, and treats reality's edges as a working surface. Where a Linewalker channels Earth's magic and a Technomancer channels arcane current through devices, a Warlock channels their craft through the gaps — the places where reality is thinnest, the points where one world ends and another begins.
Warlocks in canon are dangerous figures. Some make pacts with celestial entities and serve good causes; others bargain with demons and lesser fiends, and their motives are darker. The Warlock's signature is variety — they summon different entities for different jobs, banish hostile dimensional invaders, teleport themselves and their allies across countries or planes, and read the dimensional weather. They're not partnered with a single bound creature; they're conduits.
At a glance
| Key ability | CHA |
| Class DC | CHA |
| Hit Points | 6 + CON per level |
| Key skills | Occultism, Religion, Society + 2 chosen |
| Perception | Trained at L1 → Expert at L7 → Master at L15 |
| Saves | Fort Trained / Ref Trained / Will Expert at L1. Will Master at L11. Fort Expert at L11. Ref Expert at L13. Will Legendary at L17. |
| Weapons | Trained in simple weapons. Expert at L11. |
| Armor | Trained in unarmored. Expert at L13 (Defensive Robes feature). |
| Spellcasting | Occult tradition, spontaneous, CHA-based, full slot progression (1st-rank at L1, 10th-rank by L19). Proficiency: Trained → Expert at L7 → Master at L13 → Legendary at L19. |
| Focus pool | CHA-keyed. 1 point at L1 → 2 at L5 → 3 at L9. Refilled by standard Refocus. Spent on Dimensional Affinity focus spells. |
| Dimensional Affinity | Bloodline-equivalent class identity. Grants signature summon-themed spells + Affinity focus spells. |
| Signature system | Magic & Psionics — Occult full caster |
Class features by level
- Occult Spellcasting (spontaneous). Spontaneous Occult full caster. Spell slots scale per the standard Sorcerer table (1st-rank at L1, 10th-rank by L19). CHA-based. You have a known spell repertoire — you can spontaneously cast any spell you know that fits an available slot.
- Spell Repertoire + Rifts Signature Spells. Your starting repertoire includes standard Occult cantrips + 1st-rank selections, plus the following Rifts signature spells added free:
- Sense Rift (cantrip): Detect any dimensional rift, portal, gateway, or active planar boundary within 60 ft. Identifies general direction and "freshness."
- Dimensional Recall (1st-rank): 1-action activity. Teleport up to 30 ft to a location you can see. Small-range tactical teleport.
- Banish Entity (3rd-rank): 2-action activity. Target one summoned, called, or planar-traveling creature within 60 ft. Will save vs. your spell DC. On a failure, returned to its home plane.
- Summon Minor Entity (1st-rank): 1-minute activity. Summon a small dimensional creature (CR ≈ your level − 3) that obeys your commands for 1 minute. (A standard Summon X spell, with the creature drawn from a dimensional-entity list.)
- Read Dimensional Aura (2nd-rank): 1-minute activity. Target one creature within 60 ft. You learn its plane of origin, dimensional alignment, and whether it is currently bound, called, summoned, or natural to this plane.
- Dimensional Affinity (class signature; bloodline-equivalent). Your bond to the dimensional substrate grants:
- Bonus signature spells. The five Rifts signature spells above are added to your repertoire at L1 (and you don't count them against your repertoire size limit).
- Granted cantrip. Spirit Sense — at-will cantrip that detects creatures with the spirit, undead, or dimensional trait within 60 ft.
- Affinity Focus Spells. Three focus spells available immediately, with more learned via class feats:
- Bind Summoned (focus spell, 1 focus point). Target one creature you've summoned via a Summon X spell within 30 ft. Force them to obey one additional non-suicidal command beyond their normal control.
- Plane Sense (focus spell, 1 focus point). When you spend a focus point on this spell, your next Read Dimensional Aura casting is free (no slot cost). Once per minute.
- Rift Tear (focus spell, 1 focus point). Open a small rift between two points within 30 ft of you (each within line of sight). The rift lasts 1 round. Creatures can step through (treats as a Stride from one point to the other). After 1 round the rift seals.
- Sense Rift (passive class feature). +1 status bonus to identifying magical and planar auras within 60 ft. You automatically know whether a creature is native-to-Earth, planar-traveling, summoned, or bound (without spending an action). Range extends at L9.
- Focus Pool. You begin with a focus pool of 1 focus point at L1. Pool increases to 2 at L5 and 3 at L9. Refilled by standard Refocus (10-minute rest, 1 point per cycle).
- Class feat. Skill feat.
- Skill increase. General feat.
- 2nd-rank spell slots.
- Rift Walking I. 1-minute activity. Spend 1 spell slot of 2nd rank or higher. Teleport up to 1 mile to a location you have previously visited. You can bring 1 willing creature per spell rank spent (so 2nd-rank brings 1 additional creature plus you; 3rd-rank brings 2; etc.).
- Class feat. Skill feat.
- Ability boost. Skill increase.
- 3rd-rank spell slots.
- Focus Pool Maximum: 2.
- Greater Sense Rift. Sense Rift cantrip detection range extends to 1 mile. You can identify the destination plane of a rift by spending 10 minutes examining it.
- Class feat. Skill feat.
- Skill increase. General feat.
- Expert Perception.
- Expert Spellcasting. Your spell attack rolls and spell DCs improve from Trained to Expert.
- 4th-rank spell slots.
- Class feat. Skill feat.
- Skill increase.
- 5th-rank spell slots.
- Focus Pool Maximum: 3.
- Greater Dimensional Sense. Sense Rift extends to visual identification: you see active rifts faintly shimmering in the air within 1 mile. Sustained Refocus while at a rift lets you identify the destination plane and (with a successful DC 25 Occultism check) the entity who created the rift.
- Ability boost. Class feat. Skill feat.
- Skill increase. General feat.
- 6th-rank spell slots.
- Will Master.
- Fort Expert. Magical Fortitude — your Fortitude proficiency improves from Trained to Expert.
- Weapon Expertise. Expert in simple weapons.
- Greater Rift Walking. Rift Walking distance extends to 100 miles (spend 4th-rank slot or higher). You can now travel to specific named locations on the same planet, not just locations you've visited.
- Class feat. Skill feat.
- Skill increase.
- 7th-rank spell slots.
- Ref Expert. Lightning Reflexes — your Reflex proficiency improves from Trained to Expert.
- Master Spellcasting. Your spell attack rolls and spell DCs improve from Expert to Master.
- Defensive Robes. Your Unarmored Defense proficiency improves from Trained to Expert. (You still wear no armor; this is the Sorcerer "robes-as-armor" feature.)
- Class feat. Skill feat.
- Ability boost. Skill increase. General feat.
- 8th-rank spell slots.
- Master Perception.
- Class feat. Skill feat.
- Skill increase.
- 9th-rank spell slots.
- Will Legendary. Greater Resolve — your Will proficiency improves from Master to Legendary.
- Planar Rift Walking. Rift Walking can travel to other planes (Astral, Ethereal, Shadow, Elemental, etc.). Requires a 9th-rank slot for stable arrival. Lower-rank attempts arrive at a "rough" location (GM ruling on hazards).
- Class feat. Skill feat.
- Skill increase. General feat.
- 10th-rank spell slots.
- Legendary Spellcasting. Your spell attack rolls and spell DCs improve from Master to Legendary.
- Ability boost. Class feat. Skill feat.
- Walk Between Worlds. You can travel to a different dimension or plane (GM-determined accessibility, requires a 9th-rank slot expenditure — your 10th-rank slot remains available for combat use). The journey takes 10 minutes of preparation. You can bring up to 8 willing creatures with you. Distinct from the Linewalker's same-named capstone: the Warlock doesn't need a nexus, just their will and a 9th-rank slot.
Class feats
The Warlock's class feat list is heavy on metamagic feats that specifically modify summoning and teleportation spells — the class's signature design space. You gain a class feat at every even level, and can always pick a feat of your level or lower.
Level 1
- Sense the Bound. You can identify a creature's binding status (free / bound / contracted / coerced) with a Perception check (DC = 15 + creature's level).
- Diplomat of Realms. +1 status bonus to Diplomacy checks against creatures with the planar / dimensional trait. You can attempt to negotiate with a planar creature instead of fighting (GM ruling on willingness).
- Spirit Sense at-will refinement. Your Dimensional Affinity Spirit Sense cantrip extends to 120 ft (from 60 ft). You can also identify creature subtype on detection.
- Summoner's Insight. You always know the remaining duration of each creature you've summoned, and you can issue commands to all your summoned creatures with a single action (instead of one action per creature).
Level 2
- Abrupt Recall. Trigger: you are hit by an attack or targeted by a spell. If you know Dimensional Recall, cast it (expending a 1st-rank or higher slot) to blink up to 30 ft to a space you can see.
- Battle Summons. When you Cast a Summon X spell in combat, the summoned creature can take 1 action during the turn you summon it (instead of being unable to act until your next turn).
- Planar Diplomat's Tongue. You can speak with and understand any creature that has the planar or dimensional trait, as though you shared a language.
Level 4
- Empowered Summon (metamagic). (trigger: when you Cast a Summon X spell) Expend a spell slot 1 rank higher than the spell being cast (so a 2nd-rank Summon X costs a 3rd-rank slot total). The summoned creature gains a +2 status bonus to attack rolls and damage rolls for the duration. Once per round.
- Distant Teleport (metamagic). (trigger: when you Cast a teleportation spell — Dimension Door, Dimensional Recall, Rift Walking, Plane Shift, etc.) Spend 1 focus point. Double the maximum distance the spell can teleport you. Once per round.
- Improved Rift Walking. Rift Walking becomes a 2-action activity (instead of 1-minute) when teleporting up to 100 ft. Short-distance Rift Walks are now combat-usable.
Level 6
- Empowered Banishment. When a creature critically fails its save against your Banish Entity (or a banishment effect), it also takes force damage equal to twice the spell's rank as it is violently ejected.
- Summoner's Bond. Your summoned creatures gain temporary Hit Points equal to your level when summoned. Once per round, as a reaction, you can redirect an attack that hits you to an adjacent summoned creature instead.
- Reach Summons (metamagic). (trigger: when you Cast a Summon X spell) Spend 1 focus point. You may place the summoned creature anywhere within 60 ft, and it is not flat-footed on its first turn.
Level 8
- Multi-Summon (metamagic). (trigger: when you Cast a Summon X spell) Spend a 1st-rank or higher slot in addition to the spell being cast. The Summon X spell instead summons 2 weaker creatures (each at 1 rank lower than the spell's level, treating creature stats accordingly). The two creatures act independently and obey separate commands.
- Group Teleport (metamagic). (trigger: when you Cast a teleportation spell that affects multiple creatures — Dimension Door, Rift Walking, etc.) Spend 1 focus point. You can bring additional willing creatures up to your CHA modifier (in addition to whatever creatures the spell normally allows). Once per round.
- Banishment Mastery. Banish Entity becomes a 1-action activity (instead of 2-action) when targeting a single creature. You can banish two creatures with a single 3rd-rank casting (separate Will saves).
- Plane Sight. You can attempt a Perception check (vs. your CHA-based DC) to peer briefly into the Astral or Ethereal plane from your current location. On a success, see an area for 1 round. Good for scouting.
Level 10
- Banish Twin (metamagic). (trigger: when you Cast Banish Entity) Spend a slot 1 rank higher than normal. Target up to 3 creatures with the single casting (vs. baseline 1, or 2 with Banishment Mastery). Each makes a separate Will save.
- Persistent Summons (metamagic). (trigger: when you Cast a Summon X spell) Spend a slot 1 rank higher than normal. The summoned creature's duration is doubled (from 1 minute to 2 minutes, etc.).
- Twin Teleport (metamagic). (trigger: when you Cast a teleportation spell that can move multiple creatures) Spend a spell slot 1 rank higher than normal. You may send the affected creatures to two different destinations of your choice (each within the spell's range). Once per round.
Level 12
- Rift Master. Rift Walking distance can extend to global (entire planet) with a 7th-rank or higher slot expenditure. Costs 1 additional focus point on top of the slot.
- Plane Shift Mastery. Plane Shift (when learned) can be cast as a 1-action activity instead of 1-minute, requiring a 5th-rank or higher slot expenditure.
- Bind Lesser Entity. Spend 1 focus point to summon a temporary dimensional entity (CR ≈ class level − 2) without spending a spell slot. The entity is bound for 10 minutes and obeys your commands. Counts as a Summon X-effect for metamagic purposes (Empowered Summon, Persistent Summons, etc. work on this binding).
Level 14
- Greater Summoning. Your Summon X spells summon creatures one level higher than normal, and each creature you summon gains either a +2 status bonus to attack and damage rolls or a +10-ft status bonus to its Speed (your choice when summoned).
- Banish to the Void (metamagic). (trigger: when you Cast Banish Entity) Your banishment can target a creature native to the current plane: instead of being sent home, on a failed save it is teleported up to 100 ft to a space you choose and is slowed 1 until the start of your next turn.
- Rift Bulwark. Spend 1 focus point. Open a 15-ft line of rift-force for 1 minute. It blocks line of effect and is difficult terrain that creatures must detour around; you and your allies may Step through it freely as though it weren't there.
Level 16
- Greater Banishment (metamagic). (trigger: when you Cast Banish Entity) Spend a slot 2 ranks higher than normal. The Banish targets a single creature up to 5 levels higher than you, bypassing the standard banishment level guideline.
- Mass Summon (metamagic). (trigger: when you Cast a Summon X spell) Spend a 9th-rank slot. Instead of summoning a single creature, summon 5 weaker creatures simultaneously (each at 3 ranks lower than the spell's level). All act independently for 1 minute.
- Walking Avatar. (trigger: when you Cast a Summon X spell) Spend 1 focus point to manifest the summoned entity as an enormous version of itself (doubled HP, doubled damage). Independent of other metamagic feats.
Level 18
- Endless Summons. Once per round, when one of your summoned creatures is reduced to 0 HP or its duration ends, you may expend a spell slot to immediately resummon it (or summon a new creature of the same spell) as a free action.
- Master of Banishment. Creatures of your level or lower receive no saving throw against your Banish Entity and banishment effects — they are simply ejected. Higher-level creatures save as normal.
- Greater Focus. Your focus pool maximum increases by 1.
Level 20
- Avatar of the Rift. 1-minute activity (declared as a free action). For 1 minute, your teleportation and summoning spells cost 1 fewer action (minimum 1), your summons act the turn they arrive with their full actions, and you can use Rift Walking as a 2-action activity at any range you've unlocked. Afterward, your focus pool can't be refilled for 10 minutes.
- Legion (metamagic). (trigger: when you Cast a Summon X spell with a 9th- or 10th-rank slot) Instead of one creature, summon a number of creatures equal to your CHA modifier (each 2 ranks lower than the spell's level), all acting independently for 1 minute.
- Worldgate. Your Walk Between Worlds capstone opens a stable two-way gate that persists for 1 hour (so the party can return through it), and you can bring up to 16 willing creatures.
Playing without spell slots
The Warlock has one real failure mode: spell slot depletion.
With spell slots drained
- Cantrips remain (Sense Rift, Spirit Sense, and any standard Occult cantrips you know).
- Focus pool features remain.
- You can still use Bind Summoned on previously-summoned creatures, Plane Sense for divination, and Rift Tear for tactical movement.
- Combat output drops significantly; you rely on focus features and positioning until refilled.
Where the class shines
- Negotiation with planar entities, cult investigations, dimensional mystery, portal repair: the Warlock excels. Sense Rift, Read Dimensional Aura, and the planar diplomacy feats dominate these scenes.
- Combat: a competent summoner-caster. Summons fight alongside you; metamagic feats stack to make them more dangerous. Not the highest direct-damage class, but very flexible. Its damage is reduced by Hardness/Resistance per Megadamage & Hardness; the Warlock beats armor through control (banish/teleport deal no damage) and through summoned creatures, whose attacks follow standard Hardness rules.
- Anti-magic zones: significantly diminished — all spell-based features are suppressed. You're reduced to a martial-skill character with whatever cantrip-equivalent options persist.
- Indoor / urban / stealth: mixed. Sense Rift and focus features still work, and Summon Minor Entity fits confined spaces if you choose carefully.