Base Class: Wizard
The Material Plane is expansive, incredible, and central to the Great Wheel Cosmology as you know it. This is not good enough for you. You have directed your study not just to one of the standard schools of magic, but towards the secrets of Spacetime Transportation on and between planes- referred to as Traveling. Your flirtations with the energies of the Elemental Chaos, Shadowfell, Feywild, and Ethereal Planes have granted you empowered access to your Traveling abilities; as well as your ability to influence yourself and the world around you with alternate planar power.
In the Great Wheel Cosmology, the Prime Material Plane sits at the centre of a multitude of planes split into the Inner Planes and the Outer Planes. What Traveling Wizards fundamentally understand is that the Soul is directly connected to Traveling, and that the Soul can be loosened and consciously moved in anticipation of spacetime hopping. A Soul at creation is tethered to the Plane it is born unto (much as a demon is attached to the Abyss, or Elementals to their respective planes), but a Soul as an extradimensional entity can move fluidly, yet with resistance, towards the nearby planes- and their respective potential energy for Magic use. Therefore, the soul can be tethered to a nearby realm touching the Prime Material, causing the Traveler to draw energy from these separate sources on top of their home Plane, yet having these border planes alter the foreign soul- and therefore the material body. As you advance through this School, your behaviour and personality may begin to resemble an Intelligent being of the plane you have tethered your Soul to. Perhaps you'll be more jovial and eccentric as a Fey, Gloomy as one of the Dread Plane, or temperamental as a cacophony of the Elements. Do you resist this change? Or do you follow the tides of entropy into the future that awaits every seasoned Traveler.
Traveling Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Teleportation or Banishment tagged spell into your spellbook is halved.
Tethered to the Next Plane
Starting at 2nd level when you choose this school, your soul has been tethered to the adjacent planes to the Prime Material in relation to your exposure to their Magics. You can choose one of the following class options for this level.
Bewildering Presence
Being able to attach yourself to the fantastical energy of the Feywild has granted you the ability to beguile any onlookers as a Faerie might. As an action, you can cause every creature within a 30ft. radius of you to make a Wisdom saving throw against your spell save DC. When a creature fails this Saving Throw, they are considered Charmed for 1 minute or until they succeed on a Saving Throw at the end of their turn. A creature is snapped out of the Charm if they are subject to damage. This feature can be used once per short rest.
At 10th level after choosing this class feature, your body begins to resemble a Fey more than a human. You grow 2d4 inches, your ears point like an Eladrin, and your hair grows wild and unkempt. Your species becomes Fey, but you retain the benefits of your race.
Eroding Force
Your connection to the Elemental Chaos suffusing the Inner Planes allows you to channel the destructive force of the elements to ruin your enemies. As an action, you can cause a number of creatures equal to your Intelligence Modifier within 30ft of you to make a Charisma Saving Throw. On a fail. a creature becomes vulnerable to a damage type of your choice: Cold, Fire, Thunder, or Force. This vulnerability lasts for 1 minute or until the afflicted creature is hit with an attack of their vulnerable element.
At 10th level, you grow 3d4 inches and your body begins to take the form of the elements to your discretion; your hair whirling in absent wind, your eyes glowing like embers, static electricity coursing through your fingers, your feet becoming hard as stone. Your species is Elemental, however you retain your racial bonuses.
Leeching Darkness
The cold, inky darkness permeating the Shadowfell is condensed into a sphere of negative space. As an action, for 1 minute when you use this feature you create a 20ft radius sphere of cold black energy on a spot you can see within 60ft of you which siphons heat from each creature within its confines. When a creature starts its turn within this space, it must make a Constitution saving throw. On a fail, a creature takes 1d10 cold damage, or half as much damage on a success. As a bonus action, you may move the sphere 10ft in any direction on all subsequent turns. The zone of this sphere is considered both magical darkness and difficult terrain. The damage increases when you reach certain levels in this class, increasing to 2d10 at 6th level, 3d10 at 10th level, and 4d10 at 14th level. This feature can be used once per short rest.
At 10th level, your body grows almost skeletal, and your eyes have a ghostly cast. You lose 6d4 pounds and your species becomes undead, but you retain your racial benefits.
Wavering Form
Your connection to the Ethereal Plane allows you to briefly turn your form intangible. As an action, you may move your body somewhere beside the Material Plane. You have resistance to nonmagical bludgeoning, piercing, or slashing damage. While in this form, you can move through medium sized creatures and walls of wood no thicker than 2ft, stone no thicker than 1ft, and metal no thicker than 1 inch. If you end your turn in an occupied space, you will be shunted in a random direction and take 1d6 force damage. This form lasts for 1 minute, or until you are knocked unconscious or are incapacitated.
At 10th level, your body no longer has an entirely material form as you've spent enough time between planes. You lose 10d4 pounds and become vaguely translucent. Your species becomes Monstrosity, however you retain your racial bonuses.
Empowered Traveling
Your tether to the Material Plane loosens, giving you the power to propel yourself further with your teleportation abilities. Any teleportation spell you cast that has a fixed range has its range doubled, and any teleportation spell that makes you roll for success you make with advantage.
Additionally, when you are hit with an attack, you may use your reaction to teleport up to 20ft to a location you can see, taking only half damage from the attack. You may use this feature an amount of times equal to half your proficiency bonus, regaining these charges after a long rest.
Master of Portals
Your ability to create separation of reality during combat has grown to the point where you can use them to incredible limits. You gain a use of Portals equal to your proficiency bonus plus your Intelligence Modifier. You regain your use of Portals after a long rest.
Damage Control: As a reaction, whenever you or someone within 60ft of you is hit by an attack roll, you can generate a small portal between the attack and your ally, and can send this attack to a creature of your choice within 60ft including the attacker. This uses 2 portals.
Planar Envelope: As a reaction, if you or anyone within 60ft of you are subject to an effect that requires you to make a saving throw, you may choose a number of creatures up to your Intelligence Modifier to be protected by a pocket dimension. This uses a Portal for every ally you choose to protect. Everyone within the envelope has advantage on their saving throw, and if the effect deals damage they have resistance to the damage being dealt. This envelope ends after the effect ends.
Terror of the Beyond: As an action, you may choose a creature within 60ft of you to be shunted into the unending Astral Sea. The creature must make a Charisma saving throw or be sent through the portal. The creature spend 1 round hurtling through the Astral Plane, and when they return suffer 4d8 psychic damage and are Frightened of you for 1 minute. They can make a Wisdom Saving Throw at the end of each of their turns, ending the effect on a success.
Destabilization: As a bonus action, you may attempt to destabilize an enemy's position in spacetime. Choose a creature within 60ft of you to make a Constitution saving throw. On a fail, the creature is teleported to a place you can see within 10ft of the creature's original position.
Form of the Other Realms
Your body begins to resemble an extraplanar entity more than a mortal, and with this you may choose one of the following physiological benefits each short or long rest.
Eyes of the Ethereal: You gain Blindsense up to 30ft, and are able to attack enemies you cannot see if you can sense them. Additionally, you may cast the True Seeing spell without any components and without a spell slot once per long rest.
Grim Influence: Darkness wreathes around you, making any who'd wish to attack you think twice. Whenever you are the target of an attack roll, the attacker must succeed on a Charisma saving throw equal to 8 + your Intelligence Modifier. If the target fails their saving throw, they cannot attack you until the start of your next turn as they recover from their nerves.
Elemental Adaptation: Your body can adapt to the rapidly shifting conditions caused by the elements. You gain resistance to either Cold, Fire, Thunder, Lightning, Acid, or Force damage.
Fey Charm: You understand how the Fey confuse and lure people into unfavourable contracts. If you spend 1 minute talking with another creature which can understand you, you can cause them to make a Wisdom Saving Throw. On a fail, they will agree to sign a contract with the player which will create a tether between the creature and yourself for up to 1 week or until the standards of the contract have been met. The creature may attempt to willingly break the contract, and may make a Wisdom Saving Throw against your spell save DC. If the creature succeeds they may leave the contract, but will suffer 10d10 psychic damage as a result. If they fail they do not take damage and may not attempt to break the contract again. If a creature breaks the contract, you will be aware. You can only have 1 contract active at a time, and cannot use this feature again until after a long rest. If you issue a new contract before the last one is complete, the first contract will be voided.
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Posted Jan 23, 2022I REALLY like this, I think it's well thought out, eloquently worded and quite frankly it's a shame not many people have seen it cause I think it's awesome. If I could just make a few suggestions 'Terror of the Beyond' and 'Destabilization' from the Master of Portals do not say how many portals they consume on use, maybe something like depending on size category is the number of portals used, ex. Medium= 2, Large= 4, Huge= 6 idk. Also as for Grim Influence maybe switch the save dc to just their spell save dc.
All in all though this is really good and you should be proud of what you made.