to Multiclass into a Spirit Walker you need a minimum of 13 Dexterity OR 13 Charisma, and you gain proficiency with Shields and Martial Ranged weapons

if its your first time creating a Rift Walker character here are a few quick tips, first, take a look at the Rift Walker's Archetypes to get an idea of how you want to play, based on that make either your Dexterity or your Charisma your highest Ability Score, followed by your Constitution. Second, take the Folk Hero Background.

Rift Walkers are Warriors who have experienced close death experiences in the presense of other none humanoid creatures experiencing close death experienced, as a result their spirits blurred the line between the mortal realm and the spirit realm and created a rift in the fabric that separated the two's Races on the physical and spiritual level. Rift Walkers are strong front liners that exel in teamwork and dont suffer from being isolated from the rest of the group as much as other classes.

Equipment

you start with the following equipment, in addition to equipment given to you through your background

(a) a longbow and a quiver of 20 arrows or (b) a heavy crossbow and a case of 20 bolts

(a) a Scimitar or (b) two Hand Axes

(a) a dungeoneer’s pack or (b) an explorer’s pack

Avatar

your avatar is your Emotions, Ideals and an extention of your essense, they take the form of the race that you have opened a Rift with, at 1st level you choose your Rift Walker's Archetype by choosing your Avatar's form, the Archetypes include Avatar of Dragons, Avatar of Beasts and Avatar of Elementals, more details of these subclasses are at the end of this Class Description.

Spiritual Font

You cover a portion of your body in symbols, either writings in a language other than Common or actual Symbols, these markings represent your Spiritual Bond with your Avatar. As a Result you gain the following features

your Avatar can only be of the monster type you have chosen (Dragon, Beast or Elemental) and of a CR of 2 or lower

While Unarmored your base AC matches that of your Avatar

Your Avatar rolls their own separate Initiative rolls, their turn is always before or after you regardless of what others roll for initiative, the roll is just to determine if they go before (rolling higher than you) or after your (rolling lower than you)

When your Avatar's Hit Points hit 0 they disappear, you can spend 5 minutes of a short or long rest to resummon them. the only true way for an Avatar to die is through the death of its Walker.

Fighting Style

Rift Walkers have access to 4 different Fighting Styles that they could master and use on the battle Field

Two-Handed Fighting: if you make an attack with a light weapon in one hand, and your holding another light weapon in the other hand, you can use a bonus action to preform a second attack with the other weapon, this attack doesnt benefit from you Strength or Dexterity Modifier

Archery: you can add a +2 to attack rolls made with a ranged weapon

Defensive Stance: you gain a +2 to your AC while not wearing Armor, you can still wield a shield

Enchanted Bladework: when you make an attack that would deal Piercing or Slashing damage, you can add your Charisma Modifier to the attack and damage roll, however you gain a -4 to your Bludgeoning damage attack rolls

Shared Senses

while you are asleep or incapacitated, you can still preform Investigation and Perception checks through your Avatar, using their Wisdom Modifier instead.

At 7th level you can preform these checks with your Wisdom modifier instead and are considered proficient with them, if you arent already.

At 17th level you can tap into your near future through your Avatar and its spiritual senses, roll a d20, until your next rest, you can use this roll's result instead of any future rolls you make, this part of this feature can only be used twice until your next long rest.

Extra Attack

your reflexes quicken, allowing you to preform an additional attack.

At 9th level your movements become even quicker and smoother, you can preform a third attack.

Avatar Improvement

At 10th level your Avatar grows stronger, your avatar can now be any monster from the chosen creature type (Dragon, Beast or Elemental) of a CR of 4 or lower, or your Avatar can keep its form and add your proficiency bonus to all its rolls instead.

Wrath of the Rift Walker

Once per long rest, as long as you roll a 10 or higher, your attack roll is considered a success regardless of the target's armor class. Your attack assults the enemy on a Mental level as much as it does on a Physical level and deals an additional 4d12 Psychic Damage on top of your damage roll, this damage bypasses Psychic resistances but not Immunities.

Avatars

Avatar of Dragons

You have opened a rift between your spirit and the spirit of a Dragon, granting you access to the very might of these devastating creatures, as well as granting you an Avatar in the form of a dragon of your choice.

Draconic Smite

At 3rd Level, you can channel the power of your Avatar's element into your weapon attacks, add 2d6 of your dragon's elemental damage to your damage rolls.

Alternatively you can add 3d8 of your Avatar's elemental damage to your weapon attack, however this part of the feature can only be used twice per long rest.

Draconic Visage

At 7th level your presesnce starts to resemble that of a mighty dragon, when you roll initiative, all enemies that roll less than you must preform a Wisdom Saving Throw against a DC of 8 + your proficiency bonus + your Constitution Modifier, if they fail they are Frightened for 1 minute, at the end of their turn the enemies can roll their Saving Throw again, on a success they break free of the frightened effect.