Teleporter: Sorcerer
Teleporters have a natural affinity for instant travel. Their powers manifest in a way that seems to be trying to find a way to remove itself from reality, succeeding only in moving its wielder in erratic, unpredictable, ways. Until controlled.
Teleporters are often quite paranoid, selfish, individuals, using their very defensive powers to escape fights and danger, but those with this power will often find a way to use it to a larger benefit than their own. Quickly aiding downed allies; bringing a party member a dropped or lost weapon; pulling a healer out of the way of a dragon's breath: all ways a Sorcerer of this skill can find their truest potential with the powers imbued to them.
Freed Movement
At 1st level you begin to experience your magic in small bursts. Standing up from prone and breaking grapples now only take 5 feet of your movement as you teleport minute distances with ease. You appear in an unoccupied space you can see within 5 feet of where you were. Additionally, you can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
Free Spirit
At 1st level you gain the ability to teleport frequently at short distances. You can use your bonus action to teleport yourself 15 feet to an unoccupied space you can see. This costs no spell slots but can be affected by the following meta magics at the cost of 1 Sorcery Point each.
Constant Displacement
At 6th level your natural affinity for teleportation makes you harder to hit. While you are not wearing any armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You have advantage on Dexterity saving throws. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you use your Free Spirit teleport before doing anything else on that turn.
Teleportation Savant
At 14th level your teleportation skills are honed. Using Free Spirit now allows you to make 2 teleport movements in one turn, costing only your bonus action for both. Upon using Free Spirit to teleport once in a turn, you can expend the second use that turn to take the dodge action instead of teleporting. Applying Meta magics to your bonus action teleport costs only 1 Sorcery Point still but applies to both teleports if used. Additionally, if you use your action to cast a teleportation spell, you can spend 4 sorcery points any time in the next 1 minute to return to the location you cast it using 1 of your Free Spirit teleports. Doing this once means the two locations can now be moved between using the Free Spirit teleports with no extra cost for 1 minute. You can also now spend 1 sorcery point to use your reaction to teleport up to your Free Spirit teleport distance. This reaction can be made after taking damage from an attack, or before an area of effect attack is made with you in the radius, and you can see the attack being made. Meta magics can be used with this reaction the same way they could be applied to Free Spirit.
Unstoppable Object
Movement is nothing to you now, and reality flickers around you. Starting at 18th level, your movement can be swapped for teleportation, and doesn't use the use of Free Spirit to do so. When casting a spell of 1st level or higher, you can now teleport up to 60 feet, once, before or after you cast it as a free action. Additionally, you can choose to target another unwilling creature within melee range of you with your Free Spirit teleports, making a melee spell attack roll against them, sending both of you or only them. All creature limits for teleportation spells are doubled for you at no extra cost.
Freed Movement
At 1st level you begin to experience your magic in small bursts. Standing up from prone and breaking grapples now only take 5 feet of your movement as you teleport minute distances with ease. You appear in an unoccupied space you can see within 5 feet of where you were. Additionally, you can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
Free Spirit
At 1st level you gain the ability to teleport frequently at short distances. You can use your bonus action to teleport yourself 15 feet to an unoccupied space you can see. This costs no spell slots but can be affected by the following meta magics at the cost of 1 Sorcery Point each.
- Distant Spell - You can double the range of your bonus action teleport for this turn.
- Twinned Spell - You can bring another person with you when you bonus action teleport, as long as they are within touching range and willing.
Constant Displacement
At 6th level your natural affinity for teleportation makes you harder to hit. While you are not wearing any armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You have advantage on Dexterity saving throws. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you use your Free Spirit teleport before doing anything else on that turn.
Teleportation Savant
At 14th level your teleportation skills are honed. Using Free Spirit now allows you to make 2 teleport movements in one turn, costing only your bonus action for both. Upon using Free Spirit to teleport once in a turn, you can expend the second use that turn to take the dodge action instead of teleporting. Applying Meta magics to your bonus action teleport costs only 1 Sorcery Point still but applies to both teleports if used. Additionally, if you use your action to cast a teleportation spell, you can spend 4 sorcery points any time in the next 1 minute to return to the location you cast it using 1 of your Free Spirit teleports. Doing this once means the two locations can now be moved between using the Free Spirit teleports with no extra cost for 1 minute. You can also now spend 1 sorcery point to use your reaction to teleport up to your Free Spirit teleport distance. This reaction can be made after taking damage from an attack, or before an area of effect attack is made with you in the radius, and you can see the attack being made. Meta magics can be used with this reaction the same way they could be applied to Free Spirit.
Unstoppable Object
Movement is nothing to you now, and reality flickers around you. Starting at 18th level, your movement can be swapped for teleportation, and doesn't use the use of Free Spirit to do so. When casting a spell of 1st level or higher, you can now teleport up to 60 feet, once, before or after you cast it as a free action. Additionally, you can choose to target another unwilling creature within melee range of you with your Free Spirit teleports, making a melee spell attack roll against them, sending both of you or only them. All creature limits for teleportation spells are doubled for you at no extra cost.
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