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.
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