A faint arcane tether snaps open beneath your feet, pulling you sideways through a shimmer of displaced air. You momentarily “slip” between where you were and where you mean to be, escaping the worst of the blow.
When you cast this spell, you teleport up to 10 feet to an unoccupied space you can see. When this teleportation occurs you may roll one of your Hit Dice and reduce it from the triggering damage.
You gain a brief surge of stability after the slip. Until the start of your next turn, you have advantage on the next Dexterity saving throw you make.
This spell does not interfere with or consume a use of Delver’s Anchor. If you have an active Delver’s Anchor, you may still teleport using that feature as normal later in the round (if allowed by your reaction economy).
If you cast this spell using a spell slot of 2nd level or higher, the teleport distance increases by 5 feet and you can spend an aditional Hit Dice for each slot level above 1st.
Comments