Wizard
Base Class: Wizard

Wizards who are familiar with dunamancy magic know of its power to bend reality, altering time and gravity to their will. But its properties may go further, and arcane practitioners of the traditional schools of magic are some of the ones trying to adapt dunamantic influence to their knowledge. Realiturgy studies the properties of dunamancy and the ability to use them to shape and empower regular spells: adapt space around matter, travel across the universe in a second, or conjure your own reality from a different timeline.

Thank you to u/Giruza_ on Reddit for creating this subclass idea.

Twin Portals

Starting at 2nd level, you start to control space around you.

As a bonus action, you can create two portals in two different points within 30 feet of you. These portals must be created within line of sight of an empty space; and they look like 5-foot spherical warps in the air. When you create these portals, you can make them attract or repel creatures within a 5-foot-radius of them. Your Twin Portals last until the beginning of your next turn.

A Medium or smaller creature that comes in contact with one portal is automatically teleported to an empty space next to the other. If a creature is within the portals attracting or repelling effect range, it must make a Strength saving throw against your spell save DC or be attracted 5 feet towards the portal or repelled 5 feet away from it. A creature can willingly fail this saving throws.

You can use this feature a number of times equal to your proficiency modifier until you finish a long rest. The portals can teleport Large creatures at 6th level and Huge creatures at 10 level.

Malleable Timespace

At 6th level, you begin to understand how to bend time and space affecting creatures in different ways.

As an action, you can focus on yourself or a creature within 30 feet of you that you can see, and cast the blink, haste, or slow spells for up to 1 minutes or until your concentration ends (as if you were concentrating on a spell). If the creature isn't willing, it must make a Wisdom saving throw against your spell save DC or be affected.

While you have concentration for this feature you can also concentrate on another spell at the same time. If you are concentrating on both, you make Constitution saving throws to maintain concentration with disadvantage. If you fail the concentration saving throw, you lose concentration on both effects. You can use this feature once per long rest.

Exalted Teleportation

When you reach 10th level, your focus on warping space combined with the properties of dunamancy allow you to enhance teleportation effects.

Whenever you use a spell that would allow you to teleport, such as misty step or dimension door, the range of the spell is doubled. Your Twin Portals feature is also affected by this, increasing its range to 60 feet.

Alter Reality

Starting at 14th level, you have learnt how to alter the fabric of reality in impactful ways.

As an action, you can roll a d20 and add your Intelligence modifier to the roll. You can then choose how to bend space and time depending on your roll. Consult the Reality Bending Table below. You are capable of achieving something beyond the scope of the below examples. Alternative minor events can be changes in space and time relative to seconds or minutes passing. Whereas alternative major events can be changes relative to hours passing or even events that have yet to come. Work with your DM to choose the nature of how you alter reality in a minor or major way.

Reality Bending

Total Effect
1-14 You fail to alter reality. You gain one level of exhaustion.
15-19 You can alter minor events of reality. Roll 5d10, the total amount equals: temporary hit points you can give to up to five creature within sight, force damage you can deal to up to ten creature within sight, a third of the resulted number of spell slots to two creatures within sight, or a third of the resulted number of creatures you banish to a harmless demiplane for the next minute (or until you bring them back) within sight.
20-24 You can alter major events of reality. Roll 10d10, the total amount equals: temporary hit points you can give to up to five creature within sight, force damage you can deal to up to ten creature within sight, a third of the resulted number of spell slots to two creatures within sight, or a third of the resulted number of creatures you banish to a harmless demiplane for the next hour (or until you bring them back) within sight.
25+ Work with your DM to choose the nature of how you alter reality; the effect can include any wizard spells that would be appropriate.

Once you have successfully altered reality, you cannot do so again for the next 7 days.

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