Wizard
Base Class: Wizard

As a member of the School of Transportation, you are skilled in magic that involves changing your location. Such wizards are masters of teleportation, moving across the land as easily as they walk on it. Some transporters put their skills to use as explorers, traversing both large distances and the void between planes in an instant. Others are masters of the battlefield, never spending more that a few seconds in the same location.

Simple Teleportation

At 2nd level, you are able to use magic to instantly transfer yourself short distances. As a bonus action, you can teleport to an unoccupied space that you can see that is up to five feet times your wizard level away.

Transfer Other

Beginning at 2nd level, you can expand your teleportation abilities to others. When you cast a teleportation spell targeting yourself, you make it on other creatures in the following ways:

  • A creature you can see in the teleportation range is moved to an unoccupied space within 5 feet of you.
  • You and creature you can see in the teleportation range both teleport, swapping places.
  • A creature within 5 feet of you is teleported to an unoccupied space within the teleportation range.
  • You teleport, and a creature within 5 feet of you is teleported with you to an unoccupied space within 5 feet of your destination. If the spell already allows you to bring other creatures with you, you can bring one additional creature.

If a spell has additional effects (such as the damaging effect of thunder step), they can originate from any one of the creatures being teleported. An unwilling creature must fail a Charisma saving throw against your spell save DC to be affected.

Reverse Transposition

Beginning at 6th level, when you cast a spell that teleports creature, you can store the spell’s energy for future use. This energy persist until the end of your next turn, or for 1 hour, if the spell has a casting time of greater than 1 action. You can only store one spell’s energy at one time.

On your turn, you can choose to expend the spell’s energy return any number of willing creatures teleported by the spell to the spaces they occupied when the spell teleported them, or the nearest unoccupied space if that space is occupied (no action required by you).

World-Spanning Stride

Beginning at 10th level, you can move across vast distances as will with skills unmatched by other wizards. You add the plane shift and teleport spells to your spellbook. You can cast each of these spells once without expending a spell slot. Both spells have a casting time of 1 minute when cast in this way.

If you cast plane shift in this way, you are able to specify the target destination in exact terms, as opposed to general terms. If you cast teleport in this way, you can add 25 to the roll you make to determine your destination.

Once you cast either of these spells this way, you can’t cast them again until you finish 1d4 long rests. At 13th level, you regain the ability to cast these spells whenever you finish a long rest, though you can still cast it in this way using an available spell slot.

Reactive Relocation

Starting at 14th level, you have become so skilled at teleportation magic that you can cast it on instinct to save yourself or your allies from harm. As a reaction when you a creature makes an attack roll against you, you are in the area of a spell or effect that is harmful to you, or you fall, you can teleport up to 15 feet to an unoccupied space that you can see. If you do so, the attack roll misses and the effect does not affect you.

You can also use this feature with your Transport Other feature on a willing creature, in which case they also gain its benefits. In this case, a target can also trigger this feature when a creature makes an attack roll against them, they are in the area of a spell or effect that is harmful to them, or they fall.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

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