Level
8th
Casting Time
1 Action
Range/Area
Self (300 ft. )
Components
V
Duration
Until Dispelled
School
Conjuration
Attack/Save
DEX Save
Damage/Effect

You materialize your inner energy into the shape of hundreds upon hundreds of crow feathers, covering the battlefield as they hang over in the air, waiting for your next move. The area of the spell covers a 300 ft. radius from the position it was casted in and the feathers can’t reach over 20 ft. of height in the air, tho the caster can choose to make the area smaller if they want to or recast it from a new position. The caster, as a bonus action, is able to switch places with any of the feathers they materialize, traveling great distances in an instant. The caster can’t move after teleporting or teleport after moving, and the feathers can’t appear outside of closed spaces.

When teleporting inside the weapon range of an creature, the creature can try and react to the burst of energy coming from the feather, choosing to perform an attack of opportunity after succeeding in a dexterity check against the spell’s DC (8 + spellcasting ability modifier + proficiency bonus). If the creature succeeds, they can perform their attack. If the enemy happens to critically succeed at their check, they gain the normal benefits of a critical hit and the spellcaster falls prone. If the enemy fails, and the caster has a melee weapon, they can use their action to attack the creature or creatures with advantage (free action if they critically fail). However, the opponent has to guess, before the caster effectuates its spell, if the caster will “feint” or not his teleportation by swapping a feather with their weapon instead. If they guess correctly, nothing changes. If they don’t, the caster can choose to make a melee strike with no advantage in their attack.

The creature, when the field is active, can try and ready their attack against the caster’s movement to strike them down. However, this implies the entire focus of the creature onto the field just to wait for the perfect timing, taking a -2 penalty to their attack rolls and dexterity saving throws (-1 if their passive perception is higher than 9 + the caster’s ability modifier). If the caster performs the teleportation, the creature gets a +5 to their dexterity check and immediately succeeds even if the check results in a failure (except for a critical failure). Creatures with ranged weapons or instantaneous spells can also ready these actions to gain the possibility of performing an attack of opportunity (undergoing the aforementioned dexterity check) against the caster and as long as the caster ends up inside their weapon’s range, but will both not gain the benefits of a creature who readies a melee attack and suffer from disadvantage if the caster teleports to an adjacent position.

The spell does not require concentration to maintain and will stop when either the caster falls unconscious or they choose to dismiss it. The caster can’t teleport unwilling creatures with them and reduces its range by half if they bring an ally with them (said ally falling under the same rules as the caster’s teleportation).

Previous Versions

Name Date Modified Views Adds Version Actions
11/26/2025 6:22:18 PM
1
1
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Coming Soon
11/26/2025 6:45:43 PM
3
1
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Coming Soon

Available For: Paladin Sorcerer Wizard

Winters_VII

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