Base Class: Wizard
A vast sea of other worlds far from where the Prime plane exists, alien to most. But to some, it is a chance to become a pioneer of the beyond. Wizards with their capabilities to explore the complexities of the planes and manipulate reality are able to explore the multiverse from just their knowledge of spellcasting. But some have already devoted themselves to being wizards that are nomadic scholars; traveling across the plane to plane of existence and archiving the discoveries that lie in their elusive nature. And with that, wizards of this specialization can harness dimensional power to make themselves incredibly proficient warping space and time around them to their and allies favor.
Scholar of the Multiverse
2nd-level School of Planar Travel feature
Your commitment to learn about the nature of the other planes has made you incredibly knowledgeable of them. You gain proficiency in Intelligence (History) checks and cartographer’s tools.
Planar Connection
2nd-level School of Planar Travel feature
You know how to create temporary portals in the plane you inhabit. Before moving, as a bonus action you can forgo your movement to teleport you or one willing ally of your choice up to 60 feet away. The chosen space must be an unoccupied space you can see and must be on a surface or in a liquid that can support the creature without the creature having to squeeze.
Once you use this feature, you cannot use it again unless you move 0 feet on your next turn.
Interdimensional Wardrobe
6th-level School of Planar Travel feature
You can create your own personal demiplane to use. As an action, you can teleport yourself or one willing creature you can see within 5 feet of you to your demiplane. Your demiplane is a 20-foot wide cube that creatures can move in. While there, creatures become incapacitated. Creatures see and hear the plane it was last on as if it were in the last space it occupied. Creatures can remain on the demiplane for a number of hours equal to twice your proficiency bonus or until you lose your concentration (as if you were concentrating on a spell); after which it reappears in the last space it occupied.
You can magically teleport a single object you are holding into the demiplane as a bonus action. Any object left in the demiplane remains there until carried out or summoned by you into a free hand of yours as a bonus action. If you die, you exit the demiplane early and every object stored there harmlessly appears in the unoccupied surface within 20 feet of you.
Universal Targeting
10th-level School of Planar Travel feature
You can focus your spellcasting to have it transcend dimensions. When you cast a spell with a casting time of 1 action, you can use your bonus action to enhance it. You temporarily gain truesight equal to the spell’s range. The spell can then affect targets in the Ethereal Plane and ignores cover. This benefit ends immediately after the spell has been cast.
Once you use this feature, you cannot use it again until you finish a long rest or cast a spell no higher than 1st-level until the end of your next turn.
Outerworld Displacement
14th-level School of Planar Travel Feature
You siphon the power of the most hazardous zones from the realms you’ve studied and emulate its raw nature into the plane you are on. As an action, you can create a 20-foot radius sphere that moves with you and is centered on yourself. Roll a d6 on the Realms Table. Creatures of your choice that enter the area or start their turn within it suffer the effect from the result you rolled on the Realm Table. These effects remain as long as the creature is within the area.
This area lasts for 1 minute. Once you use this feature, you cannot use it again until you finish a long rest.
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Realm Table |
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Result |
Plane of Existence |
Effect |
1 |
Feywilds |
The area is a vegetative, macabre wasteland. Creatures have their speed reduced to 15 feet and take damage equal to the amount of feet they move. |
2 |
Far Realms |
The area is a disorienting cosmic space. Creatures automatically rise 20 feet in the air, suspended there and immediately fall prone at the end of its turn. |
3 |
Upper Planes |
The area is a scorching, blinding marble desert. Creatures become blinded and take 1d4 radiant damage for every 5 feet they are from you. |
4 |
Shadowfell |
The area is a dreary, ghastly eclipsing darkness. Creatures that move more than 10 feet on its turns gain 1 point of exhaustion and cannot regain hit points. |
5 |
Elemental Chaos |
The area is a storm of clashing forces of nature. Creatures that are standing are pushed outside the area and take 1d4 force damage for every 5 feet it travels. |
6 |
Nine Hells |
The area is an unbearably dry and volcanic field. The creature takes 5d8 fire damage, reducing its hit point maximum equal to the damage taken. |
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