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School of Teleportation
\pagebreak ## School of Teleportation A specialized conjurer, wizards who focus their studies on the field of teleportation seek to adapt the nature of transportation magic in cunning new ways. Often seen as the scoundrels of the wizard community, they are deft at getting into and out of places they don't always belong. As you grow in power, you will be able to open portals small enough to slip a hand through or big enough to pass armies, save allies from a knife in the back or send enemies reeling across the battlefield. #### Minor Transportation Beginning when you choose this tradition at 2nd level, you are able to transport small objects around you by way of teleportation. As a bonus action you can teleport an object that you can see within 30 feet to a different location you can see within 30 feet, as long as the object weighs no more than 5 lbs. If the object is worn or carried by an unwilling creature that is not incapacitated, the creature can make a Dexterity or Strength saving throw against your Spell Save DC to prevent the effect. #### Bounding Step You also gain access to unique applications of teleportation magic in the form of specialized movement. On your turn you can choose to spend 20 feet of movement to teleport up to 10 feet to an unoccupied space you can see. Bounding step can be repeated any number of times on your turn, as long as you have movement to spend. The movement cost of Bounding Step is reduced by 5 feet at 10th, 15th, and 20th level. #### Far touch Beginning at 6th level, you are able to slip your hand into a pocket sized portal to reach enemies and allies at a much greater distance. When you cast a spell or use the help or use object action, the action can originate from a space that you can see, up to 15 feet away from you. #### Improved Transportation Starting at 10th level, you are now able to transort large or smaller creatures a short distance, as well. As an action, you can try to teleport one creature you can see within 30 feet of you to another unoccupied space you can see within 30 feet. The space must be on the ground or on the floor. An unwilling creature must make a Charisma save to resist the effect. On a successful save, Transportation has no effect. On a failure, the creature takes 2d4 force damage in addition to being teleported. This damage increases to 4d4 at level 14, and 6d4 force damage at level 18. You can use this feature a number of times equal to your proficiency modifier, and you recover all uses when you complete a long rest #### Unerring Teleport At 14th level you can cast the *teleport* spell once without expending a spell slot. when you use this feature, you may treat your familiarity with the target location as one degree higher. once you use this feature you cannot use it again until you complete a long rest. \pagebreak ### New Spells #### Bounding Step *1st-level Conjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 1 hour ___ You touch a willing creature. For the duration, the target can choose to spend 20 feet of movement to teleport up to 10 feet to an unoccupied space that they can see. This can be repeated any number of times on the creature's turn, as long as they have movement to spend. #### Oberon's Dimensional Threshold *4th-level Conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a wishbone or two-tined fork) - **Duration:** Concentration up to 1 minute ___ You create a pair of interlinked portals at two locations you can see within range. Any creature in the portals' spaces when you cast the spell must make a Dexterity saving throw, taking 4d8 force damage on a failure or half as much on a success. Until the spell ends, the linked portals each fill a 5-foot cube and medium or smaller creatures of your choice can spend 10 feet of movement when they enter one portal's space, to instantly appear in the linked portal's space. As a bonus action on your turn, you can move one of the linked portals to a different location within range. Any creature in the new space must succeed on a Dexterity save or take 4d8 force damage and be pushed 5 feet in a random direction. On a success, the portal appears in the nearest unoccupied space. If the portals are ever more than 120 feet apart, the spell ends.