Base Class: Wizard
The School of Displacement is relatively new in the world of Ty'Quorus, but the magic itself has always existed there. Those who study its capabilities focus on displacing objects, creatures, and other effects from one location to another by maneuvering through dimensional rifts. Practitioners seem to focus either on displacing things to promote change or restore things to the way they were. Moving matter is all about balancing what was with what is and what will be, and you understand that this is a delicate matter to trifle with.
Displacers have recently been called to reset balance where chaos rages; however, they can also spark change when civilization stagnates.
Displacement Savant
Beginning when you select this school at 2nd level, the time and gold you must spend to copy a Displacement spell into your spellbook is halved.
Severed Shape
Starting at 2nd level, your study of shifting matter through dimensions has taught you how go harness this power yourself. As an action, you can force an object that fits in a 5 foot square or a 5 foot space of an object within 5 feet of you to disappear and reappear in a different unoccupied 5 foot square within 10 feet of you. If you use this ability to move a 5 foot space back to its original location, any seem or crack formed from their separation is no longer present, almost as if they were never apart. You cannot displace any living or undead matter in this way. You can use this ability as many times per day as you wish.
As an action, you can displace up to a five foot space of solid matter and manipulate it as you wish within a 60 foot radius of yourself. Examples of its use are such as severing a section of a stone wall and launching it out of a portal at a creature (use your spellcasting attack modifier, dealing 3d6 damage, type depending on what you severed), taking the stone wall and forming a closed portal to keep it hovering in a space to use as a platform to cross a gap, etc.
You can use this feature a number of times equal to your spellcasting modifier, regaining all on a long rest.
Rescue Wrench
Starting at 6th level, you have become so accustomed to displacing matter that you can attempt to pull another creature or yourself out of harm's way. As a reaction witha purple spectral hand, you can pull yourself or a friendly Medium or smaller creature within 30 feet of you who was just hit with a melee, ranged, or spell attack through space to appear somewhere else. You can teleport to an unoccupied space within 30 ft of where you were. If you use this on an ally, they appear in am unoccupied space within 5 ft of you.
You and the attacker need to make initiative rolls to see who is quicker, although you use your spellcasting ability modifier. If you succeed, the attack instead misses, they teleport away, and any added effect or curse fails. If the attacker succeeds, the creature takes the half damage before teleporting away and any added effects begin affecting the creature as soon as they appear on the other side of the portal.
If the attacker is trying to grapple or restrain the creature, roll an Athletics check using your spellcasting modifier versus a Strength check from the attacking creature. If you succeed, the creature is not affected by this reduction in speed and is pulled through a portal to a space next to you or within 30 ft away. If the attacker succeeds, it is still affected by this reduction in speed and fails to appear next to you.
Despite which use or the result of it, the one teleported away or attempted to be teleported away gains advantage on their next attack roll, ability check, or saving throw from the excess energy created by your Displacement portal.
Once you use this feature, you can't use it again until you finish a short rest.
At 9th level, you can use this ability twice per short rest.
At 12th level, you can pull a friendly creature within 60 feet of you or teleport yourself up to 60 feet away.
At 15th level, you can pull a friendly Large or smaller creature through a portal using this ability. The creatures next two attack rolls, ability checks, or saving throws now gain advantage.
At 18th level, you can use this ability thrice per short rest and up to a range of 90 feet.
Siphon Energy
At 10th level, you have learned to not only displace matter but energy itself. As an action, choose one creature within 30 feet of you. Unless willing, they must make a Constitution saving throw against your spell save DC. On a failure, the creature takes 6d6 psychic damage, and you heal by the same amount. On a success, the creature takes half damage, which you heal by that amount.
Alternatively, if you target a spellcaster, you can steal a spell slot of 4th level or lower from them on a failed save. You can only steal a spell slot for a level they have at least one slot left in and that you are missing one in. If they don't have a 4th level spell remaining, the next highest spell slot available below 4th level is stolen. If you do not have a spell slot missing for the spell level you stole, it regains the next highest spell level missing a slot. If no spell slots are left in the creature or you are not missing any, the action fails.
On a success, they lose a 2nd level spell slot or lower if none available, which you regain under the same restrictions as a failure.
Once you use this feature, you cannot use it again until you finish a short or long rest.
At 17th level, the damage increases to 12d6 and the spell level can be 7th level or lower.
Linked Space
At 14th level, your mastery of Displacement has given you the ability to open two temporary portals that are linked to each other, instantly shifting matter from one to the other. As an action, choose two locations within a 50 foot radius of yourself, with one of them being within 10 feet of yourself. Two large-sized portals appear at these locations. A creature or object can go through one portal and appear out the other with only five feet of movement; however, magical effects cannot pass through and either triggers at the location of the portal or have no effect.
If a spell triggers at the location, the portal takes damage. The portal fails all Strength and Dexterity saving throws but has advantage on all other saving throws, using your saving throw modifiers. The portal is immune to psychic and poison damage. Each portal has an individual 50 hit points. If one breaks, the other disappears as well.
As a bonus action on your turn, you can move both portals; however, they must remain within 120 feet of each other and one must remain within 10 feet of you.
At the end of your turn, the portal closest to you will move at the most direct route toward you until it is within 10 feet of you, even passing through walls or creatures. The second portal will also move with it if this movement moves the first portal outside 120 feet of the second portal.
The portals last for one minute, until you dismiss them as a bonus action, or until you fall unconscious.
You can use this ability a number of times equal to your Intelligence modifier, regaining all uses after a long rest.
Previous Versions
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