Base Class: Wizard
The human wizard walks through the glimmering portal she just made, lokking upon the wonders of the Feywild. The dark tiefling mage confers with a sinister fiend, trying to absorb it's power. When her friends are about to be obliterated by a Blue Dragon's lightning breath, a halfling moves her hands and her friends appear in behind her.
Wizards of the planes excel in any magic that teleports or transports to other planes of existence, using their abilities to discover the secrets in the multiverse.
Plane Speciality
Starting at 2nd level, you have learned to infuse your teleportation magic with power of the inferior planes. You can use your action to teleport to an unnocupied space that you can see up to 25 ft. In addition, choose a inner plane of existence. This ability will have an extra effect depending on which plane you chose, and you can change the plane whenever you finish a Long rest.
You can use this action a number of times equal to your Intelligence modifier (minimum of once), and regain all expended uses when you finish a Long rest.
Elemental Chaos
When you teleport with this ability you create a swirling hurricane of elemental power. Each creature of your choice within 10 ft from you must succeed in a Dexterity saving throw against your spell save DC or take 2d4 damage.
To decide the damage type of the magical hurricane, roll any die, in an odd number, it deals bludgeoning damage, in an even number, it deals fire damage.
Elemental Plane of Air
Whenever you teleport with this ability, you conjure a small tornado that pulls your enemies. Each creature of you choice in a range of 10 ft must succeed in a Strength saving throw or be pulled 5 ft to the space where you dissapeared and take 1d4+1 bludgeoning damage.
Elemental plane of Earth
Whenever you teleport with this ability, your magical power bursts with rocky bits that harms nearby enemies. Each creature of you choice in a range of 5 ft takes bludgeoning damage equal to your Intelligence modifier.
Elemental Plane of Fire
Whenever you teleport with this ability, you produce a fiery burst. Each creature of you choice in a range of 10 ft must make a Constitution saving throw against your spell save DC or take 1d6 fire damage, or half the damage in a success.
Elemental Plane of Water
Whenever you teleport with this ability, you send a powerful wave of water that shakes nearby creatures. Each creature of you choice in a range of 10 ft must succeed in a Strength saving throw against your spell save DC or be knocked prone.
Feywild
When you cast teleport with this ability, you can choose any number of creatures at 5 feet from you, the chosen creatures must succeed in a Wisdom saving throw against you spell save DC or be moved 10 feet in a direction you choose. A creature moved this way can't be forced to move into obvious hazards, such as a revealed pit or a river of lava.
You must move all creatures in the same direction.
Shadowfell
Whenever you teleport with this ability, shadowy matter appears where you left, filling a 5 ft radius circle with magical darkness. The darkness lasts until the end of your next turn. There can only be one area of darkess matter at a time, if you use this trait again, the first area vanishes.
Transition Plane expert
Starting from 6th level, you start to understand better how the Transition Planes work, and focus yourself in its magic.
Choose the Ethereal Plane or the Astral Plane, each of them have different effects. Whenever you reach a class level with the Ability Score Improvement feature, you can change your plane expertise.
The effect granted by this feature improves in level 14.
Astral Plane
You have tapped into the secrets of the Astral Plane, and you discovered how to mimic its psychic winds.
You can channel your magic into a psychic wind that flows through a 10 ft thick, 45 ft long line. Each creature in the line must succeed in an Intelligence saving throw against your spell save DC or take 5d8 psychic damage and be stunned for 1 minute. A creature can attempt another saving throw at the end of each of its turns, ending the effect in a success.
Once you use this ability, you can't do so again until you finish a Long rest.
When you reach level 14, the psychic damage of the wind increases to 8d8, and it recharges in a short or long rest.
Ethereal Plane
You have harnessed the power of the Ethereal Plane, and you can temporarily travel to Border Ethereal while in combat.
Using your Bonus Action, you can skip through both planes, teleporting 20 ft to an unnocupied space of your choice. In each of your turns when you first teleport, you can use this Bonus Action again for a number of turns equal to your Intelligence modifier (minimum of once), and you regain the use of this ability when you finish a Long rest.
Starting at level 14, your teleportation distance increases by 10 ft, and you can carry one creature once with a teleportation.
Knowledge of Other Worlds
Starting from 2nd level, you have studied how the Multiverse works, and about the different Planes of existence.
You can learn an additional language of your choice, and you have advantage in any check to recall information about extraplanar creatures (unless your DM says otherwise).
Planar Warp
Starting from 10th level, you can use your planar magic to help your allies when they are about to perish.
When you see a creature 30 ft from you that is about to recieve damage from an attack or spell, you can use your reaction to teleport it 20 ft from the damage sorce. You can teleport various willing creatures that are large or lower in one planar warp, the number of creatures equals your Intelligence modifier (minimum of one), and each creature must be within 5 ft from the original creature.
You can use this reaction a number of times equal to your Intelligence modifier (minimum of once), and you regain all uses when you finish a Long rest.
Master of the Planes
Starting from 14th level, you have mastered teleportation and planar magic, and you can teleport with more creatures than usual.
Whenever you cast a teleportation spell that only affects you (regardless of which spell slot leve you used), you can affect an additional number of willing creatures equal to half your Intelligence modifier (minimum of +1). In addition, you can add a number of creatures equal to your intelligence modifier (a minimum of +1) to any spell that teleports a number of creatures (or allows planar traveling) if its a spell that can only teleport willing creatures.
Also, your features in Transition Plane expert effects improve.
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