```metadata
title: Martial Archetype | Portal Knight
description: ''
tags: []
systems:
- 5e
renderer: V3
theme: 5ePHB
```
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```
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::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# {{color:#a12f5c,font-size:90%,margin-bottom:14px,line-height:0.85,font-variant:small-caps MARTIAL
ARCHETYPE}}
# {{color:#d5537f,font-size:180%,margin-bottom:15px PORTAL KNIGHT}}
{{color:#d9f1f3,float:left,font-family:SolberaImitationRemake,font-size:130px,line-height:1em,text-transform:uppercase,padding-left:4px,margin-top:-5px,margin-bottom:0px,margin-right:10px T}}
{{font-variant:small-caps,font-family:BookInsanityRemake,font-size:15px,text-transform:lowercase,line-height:14px,margin-top:7px,color:#8c0d1e {{width:23px}} he well-guarded secrets of the}}
{{width:24px}} archetypal Portal Knight allow those {{width:24px}} emulate it to slice between the threads {{width:24px}} of the Weave, cutting through the fabric {{width:24px}} of reality to open gateways to other {{width:24px}} locations. Paired with wit and excellent {{width:24px}}spatial awareness, a single Portal Knight {{width:4px}}can slip in and out of danger at a moment's notice, allowing them to fend off multiple enemies at once.
##### {{color:#bb277f Portal Knight Features}}
The Portal Knight grants the following features upon reaching the prerequisite level in the Fighter class:
| {{width:10px}}Fighter
{{width:10px}}Level | {{margin-bottom:7px, Feature}} |
|:----:|:-----|
| {{width:10px}}{{color:white 3rd}} | {{color:white Portalstrike,}} {{color:white Hither-Thither}} |
| {{width:10px}}7th | Return to Sender |
| {{width:10px}}{{color:white 10th}} | {{color:white Hitchhike}} |
| {{width:10px}}15th | Escape Hatch |
| {{width:10px}}{{color:white 18th}} | {{color:white Redirection}} |
You have Advantage on Initiative and Strength (Athletic) checks.
Immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.
\column
#### {{color:#bb277f Portalstrike}}
*3rd-level Portal Knight feature*
When you choose this subclass at 3rd level, you may conjure portals to quickly strike at unsuspecting enemies. When you make a weapon attack as part of the Attack action, you may choose a location within 30 ft. of you as the origin point of the attack, making the attack as if you were standing in that location. You may change the origin point of up to one weapon attack this way.
:
The amount of attacks of which you can change the location increases to two when you reach 7th level in this class, and three when you reach 15th level.
#### {{color:#bb277f Hither-Thither}}
*3rd-level Portal Knight feature*
Also at 3rd level, you gain the ability to conjure two linked teleportation portals. As an action, you may choose two points on the ground that you can see, one point within 5 ft. of you and one point within 30 ft. of you. A circular portal, sufficiently sized to fit up to one medium-sized creature or an object up to 5 ft. in height and width through it, opens over one of the edges of the selected spaces. You can orient the portal in any direction you choose.
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The portals are two-dimensional glowing rings, hovering inches from the ground and perpendicular to it at the points you choose. The portal is only visible from one side (your choice), which is also the only side that functions as a portal.
Any creature or object can see and step through the portal, seeing and exiting through the other side as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect.
:
On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.
The portal remains open for 1 minute, until you conjure a new portal, or until you lose concentration, as if you were concentrating on a spell. If a creature is inside the portal when it closes, it is moved to the nearest available space adjacent to the portal.
:
When you reach 15th level in this class, the diameter of the portal increases to a sufficient size to fit large creatures and objects up to 10 ft. through it, and the range at which you can place the second portal increases to 90 ft.
You can use this feature a number of times equal to your Constitution modifier, and you regain all expended uses when you finish a long rest.
#### {{color:#bb277f Return to Sender}}
*7th-level Portal Knight feature*
When you reach level 7 in this class, you gain the ability to use your foes' weapons against them. When you are targeted by a weapon attack or spell, you may use your reaction to quickly conjure a portal to send the attack back to your assailant.
The enemy must make a Dexterity saving throw equal to 8 + your DEX modifier + your proficiency bonus. On a failed saving throw, the enemy suffers the attack's damage instead of you. On a success, you take half damage.
You must be able to see the enemy making the attack in order to use this feature.
#### {{color:#bb277f Hitchhike}}
*10th-level Portal Knight feature*
Starting at 10th level, you gain the ability to catch other creature's teleportation rifts before they fully disappear. When a creature within 30 ft. of you teleports, either to a different location on your current plane or to an entirely different plane, you can use your reaction to keep the magical effect from fading for up to 1 minute, or until you lose concentration, as if you were concentrating on a spell. Creatures who enter the space in which the magical effect is maintained will immediately be transported to the nearest available space of the target location.
:
At level 18, this feature's range increases to 60 ft.
Once you have used this feature, you can't do so again until you finish a short- or long rest.
#### {{color:#bb277f Escape Hatch}}
*15th-level Portal Knight feature*
At level 15, you can use portals to quickly dismiss enemies or escape from danger. As a bonus action, you can conjure two portals, 10 ft. wide in diameter, sufficiently sized to fit one creature up to Large size through.
:
You conjure the entry point on a surface directly underneath a creature within 15 ft. of you, and the exit point on a vertical surface within 30 ft. of you. Objects and willing creatures appear on the other side of the portal in the nearest unoccupied space. Creatures unwilling to pass through must make a Dexterity saving throw or fall through the portal, landing prone on the other end of the portal in the nearest unoccupied space. If they succeed their saving throw, they aren't teleported. The portal remains open until the end of your turn.
:
Airborne creatures are immune to the effects of this feature, unless they pass through willingly. Small- and tiny creatures have disadvantage on the Dexterity saving throw.
If a creature is already falling prior to passing through the portal, any fall damage it would otherwise take is nullified.
:
The DC for the Dexterity saving throw equals 8 + your DEX modifier + your proficiency bonus.
:
You can use this feature a number of times equal to your Constitution modifier, and regain all expended uses when you finish a long rest.
#### {{color:#bb277f Redirection}}
*18th-level Portal Knight feature*
Starting at 18th level, your quick thinking allows you to be even an even bigger threat with your portals. When you use Return to Sender to change the target of an attack or spell, you can choose another enemy creature within 30 ft. of you to make the Dexterity saving throw instead of your attacker.
::
{{credits
## {{color:#bb277f CREDITS}}
**Artwork:** Nachthunger 02 - The Last Light, [Dominik Mayer ](https://www.artstation.com/dominikmayerart)
**Homebrewing Tool:** [The Homebrewery](https://homebrewery.naturalcrit.com/)
## {{color:#bb277f LEGAL}}
The contents of this document is unofficial Fan Content
permitted under the Fan Content Policy. Not
approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast.
©Wizards of the Coast LLC.
:
Created by The Goosequill. You can find this, and more
new 5e content, at
[https://www.reddit.com/user/TheGooseQuill](https://www.reddit.com/user/TheGooseQuill)
}}
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