Wizard
Base Class: Wizard

Wizards of the School of Spatial Manipulation do not merely teleport—they dictate where reality itself is permitted to unfold. Through arcane anchors and folded space, these wizards reposition allies, redirect danger, and command the battlefield without relying on brute force. Rather than focusing on raw destructive magic, a spatial wizard excels at tactical control, saving allies from fatal blows, placing enemies where they are most vulnerable, and ensuring every spell is cast from the most advantageous position possible.

Spatial Magic Spells

The following spells are always prepared for you and don’t count against the number of wizard spells you prepare each day:

Misty Step, Vortex Warp, Thunder Step, Dimension Door, Scatter, Arcane Gate.

Spatial Anchors

As a Bonus Action, you conjure a Spatial Anchor in an unoccupied space you can see within 60 feet, or you attach the anchor to a willing creature you can see within range.
While attached to a creature, the anchor moves with that creature.
You can maintain up to two anchors at a time. An anchor lasts for 10 minutes, until dismissed (no action required), or until you are incapacitated.
When you cast a wizard spell with a range other than Self, you can treat the spell as originating from the space occupied by one of your Spatial Anchors instead of our own space. This does not alter the spell’s range, targets, or other restrictions.

Reactive Transport

When a creature you can see within 60 feet is hit by an attack or fails a saving throw, you can use your Reaction to teleport that creature to an unoccupied space within 5 feet of one of your Spatial Anchors.

The triggering attack or effect resolves at the creature’s new location.

Spatial Flow

You can maintain up to three Spatial Anchors at a time.

when a creature teleports using one of your Spatial Anchors, that movement does not provoke opportunity attacks, and the creature has advantage on the next saving throw it makes before the end of its next turn.

Spatial Recall

Once per Long Rest, you can teleport yourself and up to 5 willing creatures you can see within 30 feet to a location you have personally visited before.

The destination must be on the same plane of existence. This teleportation is precise and cannot be used again until you finish a Long Rest.

Spatial Dominion

As an Action, choose up to 5 creatures you can see within 90 feet. Each creature is teleported to an unoccupied space you can see within range, or within 5 feet of one of your Spatial Anchors.

Unwilling creatures must succeed on a Charisma saving throw against your spell DC or be forcibly teleported.

Once you use this feature, you can’t do so again until you finish a Long Rest, unless you expend a 5th-level or higher spell slot to use it again. 

Comments

Posts Quoted:
Reply
Clear All Quotes