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Wizard: Telemancer

Functions of Geometry

  Level 2 Telemancer Feature   By warping space and opening portals around a creature, you can tilt the odds in its favour. When you cast a spell using a spell slot that targets at least one creature, you can choose that creature or another creature within 30 feet of it (including yourself) and add one of the following effects:  
  • Diminishing Function. The chosen creature must succeed on a Wisdom saving throw against your spell save DC, or the creature must roll a d6 and subtract the number rolled from the next attack roll it takes before the start of your next turn.
  • Supplemental Function. Once before the start of your next turn, the chosen creature can roll a d6 and add the number rolled to an attack roll or a saving throw of its choice. The creature can roll the d6 after rolling the d20 but must decide before any effects of the roll occur.
 

Velocity Shift

  Level 6 Telemancer Feature   You learn to manipulate portals to alter the velocity of another creature. When a creature you can see starts its turn or moves to a space within 30 feet of you, you can use your reaction to force the creature to make a Charisma saving throw against your spell save DC, which it can choose to fail. On a failure, the creature is teleported to an unoccupied space of your choice that you can see within 30 feet of you.   You can use your reaction in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

Violent Portal

  Level 10 Telemancer Feature   When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to make the speed and location of the attack deadlier, causing the attack's target to take an extra 1d10 damage of the weapon's type. Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2d10.   You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.    

Quantum Tunneling

  Level 14 Telemancer Feature   Your expertise extends to altering the dimensional alignment of your very being. You gain resistance to bludgeoning, piercing, and slashing damage.   Additionally, you can move through other creatures and objects as if they were difficult terrain, but you take 1d10 force damage for every 5 feet you move while inside another creature or object. If you end your turn inside a creature or an object, you are shunted into the nearest unoccupied space you last occupied.

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