Base Class: Wizard
Wizards of the School of Spatial Manipulation are masters of bending the very fabric of reality. These arcane scholars delve into the esoteric study of space, creating and controlling pocket dimensions, manipulating distances, and protecting themselves with barriers that distort the nature of physical and magical attacks. Their unique abilities allow them to create demiplanes, teleport themselves and others, and even turn the space around them into an almost impenetrable shield. This school of magic attracts wizards who have a deep fascination with the boundaries of reality and a desire to transcend them.
Pocket Dimension
Starting at 2nd level when you select this school, you can use your action to store or retrieve an object from inside a demiplane of your creation. This demiplane takes the form of a cube with dimensions equal to your wizard level. Objects that exceed this size can't fit inside this space, and creatures cannot be stored inside. Only one object can be retrieved or stored at one time as an action, but objects stored inside of another object such as a bag or backpack can be retrieved with the storage container.
Superior Pocket Dimension
Starting at 6th level, your control over your pocket dimension has increased. You can now use an action to open up a rift that connects your demiplane to the plane you are currently on. The rift allows you to store and retrieve multiple objects at once, and creatures can now enter the demiplane if there is room to fit them, but there is no oxygen inside. You can close this rift as an action.
Shell Game
Starting at 6th level, you can use your bonus action to teleport up to 60 feet to an unoccupied space that you can see. Alternatively, you can choose two spaces within range that are occupied by creatures. If both creatures are willing, they both teleport, swapping places.
Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.
Arcane Barrier
At 10th level, you gain the ability to create a magical barrier that manipulates space and time, preventing most physical and magical attacks from reaching you.
- Activation: As a bonus action, you can activate your Arcane Barrier. When activated, the barrier creates a thin, shimmering field around you, distorting space and time.
- Duration: The barrier lasts for 1 minute, until you are incapacitated, or until you dismiss it as a bonus action.
- Effects:
- Immunity to Non-Magical Attacks: Non-magical projectiles and weapons cannot penetrate the barrier, effectively granting you immunity to non-magical weapon attacks.
- Reduced Damage from Magical Attacks: Magical attacks against you have their damage halved. Additionally, you gain advantage on saving throws against spells and other magical effects.
- Manipulate Space: Creatures that make melee attacks against you must make a Wisdom saving throw against your spell save DC. On a failure, the attack misses as the space between you and the attacker seems to stretch infinitely.
- Movement: While the barrier is active, you can use your reaction to teleport up to 10 feet to an unoccupied space you can see when an attack misses you.
- Concentration: Maintaining the Arcane Barrier requires concentration, as if you were concentrating on a spell.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Expert Teleporter
Starting at 14th level, when you use an action to cast a conjuration spell that teleports yourself and/or other creatures, the limit on how many creatures that spell can transport is increased by your Intelligence modifier (minimum of 1). If the conjuration spell has a range of self, you can also include willing creatures within 5 feet of you using this ability.
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