BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Dimensionalism

Portal Savant

Beginning at 2nd level, you have acquired considerable knowledge regarding portals, planes, and teleportation. The gold and time you must spend to copy a spell that allows you to teleport yourself or others into your spellbook is halved.   Additionally, whenever you make an Intelligence (Arcana) check when interacting with portals and teleportation, your Proficiency bonus is doubled if it applies to the check.

Spell Rifts

Starting at 2nd level, you have learned how to open up rifts in space through which you can cast your spells. Whenever you cast a wizard spell of 1st level or higher with a duration of Instantaneous, as part of the casting of this spell, you can choose to open up a rift or portal in a 5 foot unoccupied space that you can see within 60 feet of you. You rift or portal can deliver the spell as if it had cast the spell. When you use this feature, you can't cast spells other than cantrips until the end of your next turn.

Quick Step

At 6th level, you know how to move you or your allies in the blink of an eye when in danger. When either you or an ally that you can see within 30 feet of you take damage, you can use your reaction to cause either yourself or your ally to teleport up to 30 feet to an unoccupied space you can see. Once you use this feature on a creature, you can't use it again until your finish a short or long rest.

Expert Teleporter

By 10th level, you have become adept at teleporting far distances. As an action, you and a number of willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see. If there isn’t an open space for all the targets to occupy at the arrival point, this ability fails and is wasted.   Once you have used this feature, you cannot do so again until you finish a long rest.

Dimension Trap

By 14th level, you know how to trap your enemy within a series of rifts and portals. As an action, choose a creature that you can see. That creature must make a Wisdom saving throw or be pulled into a portal that transports the target into another plane. THe creature disappears and hurtles through another plane.   At the beginning of your next turn, the target returns to an unoccupied space of your choice within 60 feet of you and immediately must make another Wisdom saving throw or be pulled back into another portal. This effect continues for 1 minute or until the target succeeds on a saving throw against this ability.   Once you have successfully used this feature, you can't use it again until you finish a long rest.

Comments

Please Login in order to comment!