Wondrous Item, unknown rarity (requires attunement by a a wizard (Air Genasi attunes instantly) A palm-length glass-and-silver “compass” that never points north—only home. When held up to moving air, faint script spirals across the face like a map trying to remember itself.)
  1. Theme: getting people safely back to their realm of origin (or the closest true “home plane”), with wind/sky flavor. Tier progression Dormant (lv 1–8) Awakened (lv 9–14) Exalted (lv 15+) You can use it as your spellcasting focus. Dormant (levels 1–8) Home-Sense. You always know the direction of the nearest active portal/planar boundary you’ve seen before within 1 mile (DM adjudicates in weird planes). You also know which plane you’re on. Traveler’s Draft (PB/Long Rest). As a bonus action, choose up to PB creatures you can see within 30 ft. For 10 minutes, they gain: advantage on checks/saves vs exhaustion from forced march, extreme wind, or altitude (DM may apply), and ignore nonmagical difficult terrain caused by loose sand, ash, snow, or rubble. Waymark (Ritual, 10 minutes). You inscribe a faint swirling sigil in the air at a spot. For 24 hours, you can always tell the direction and distance to that sigil while on the same plane. Awakened (levels 9–14) Sure Passage. When you cast misty step, dimension door, teleportation circle, or plane shift, you can choose one benefit (no extra action): Escort Clause: bring one additional willing creature beyond the spell’s normal limit OR Soft Landing: creatures you transport gain temp HP = your wizard level and don’t fall prone from the arrival.
     
  2. (Choose each time you cast; PB per long rest total uses.) Origin Calibration (1/Long Rest). During a short rest, you can “tune” the focus to a creature you touch. For 24 hours, when you cast a teleport/planar travel spell that includes that creature, you can choose to bias the magic toward their realm of origin (or closest true home plane). This doesn’t override the spell’s normal destination rules—but it can help the DM justify “the portal that opens is the right one.” No-Mishap Wind. The first time each day you cast a spell that risks off-target/incorrect destination (DM discretion—teleport-style magic), you can reroll the determining roll or force a safer result (basically: “we arrive near the intended place,” not inside a wall). Exalted (levels 15+) Convoy of the Returning (PB/Long Rest). When you cast plane shift or teleportation circle, you can extend its effect to carry a group: up to PB additional willing creatures you can see within 30 ft are included (they must be gathered close; DM can require them to be within 10 ft of you). True Wayfinding (1/Long Rest). You can cast plane shift without expending a spell slot and without the costly tuning fork, but only to send a willing creature (and optionally yourself) to that creature’s realm of origin. You can bring along up to one additional willing creature (your choice). If multiple targets have different origin realms, you must pick one destination. Aether Anchor (Reaction, 1/Long Rest). When you or an ally within 60 ft would be forcibly teleported/banished/planeshifted against their will, you can attempt to negate it. Make an Intelligence check using your spellcasting modifier vs 10 + the spell level (or DM’s DC). On a success, the effect fails and a gale snaps shut the attempt.

Notes: Advantage: Ability Checks, Advantage: Dexterity Saving Throws, Advantage: Constitution Saving Throws, Advantage: Strength Saving Throws, Traveler’s Draft (PB/Long Rest). As a bonus action, choose up to PB creatures you can see within 30 ft. For 10 minutes, they gain: advantage on checks/saves vs exhaustion from forced march, extreme wind, or altitude (DM may apply), and ignore nonmagical difficult terrain caused by loose sand, ash, snow, or rubble. , a wizard (Air Genasi attunes instantly) A palm-length glass-and-silver “compass” that never points north—only home. When held up to moving air, faint script spirals across the face like a map trying to remember itself.

ChamClowder1002

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