Wizard
Base Class: Wizard

You focus your study on creating magical pathways connecting different points in space. These pathways allow for instant travel between the two points, allowing for tactical positioning of yourself and your allies. Clever use of these abilities will be imperative to keeping your party out of harm's way and leaving enemy combatants unsure of where the next attack will be coming from.

Starting at 2nd level, you can use a bonus action on your turn to open a portal, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to teleport up to 10 feet in any direction without provoking opportunity attacks. (this includes vertical movement)

Protective Portal

Starting at level 6, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack’s effects regardless of the attack’s range. Once you create this portal, you can’t do so again until you finish a short or long rest.

Projected Portals

Starting at 10th level, you can reliably transport allies using your portals. As a bonus action on your turn, with a range of 60 feet, you can teleport one willing creature you can see, other than you, up to 30 feet from their location to an unoccupied space you can see.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Portal Master

Starting at 14th level, all teleportation features and spells you know have double the range and allow you to choose the teleport location at double the distance.

Previous Versions

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