Level
2nd
Casting Time
1 Bonus Action
Range/Area
Self
Components
V
Duration
Instantaneous
School
Transmutation
Attack/Save
None
Damage/Effect
Teleportation
School: Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
A forced error in spacetime. You were there... suddenly now you're here. You are now occupying a space that you could see, up to 20 feet from your starting space. If that space was already occupied by a movable object or a creature, you traded places with them, and they now reside in your starting square.
This spell is an original work.
A full list of 50+ Chronomancy spells, plus related monsters, items, backgrounds, etc, can be found in the comments of my Chronomancer (Wizard) subclass here.
https://www.dndbeyond.com/subclasses/6582-chronomancer
Chronomancer, Version 2 - [https://www.dndbeyond.com/subclasses/522102-chronomancer]
Your spell's have been great so far but I feel like this doesn't really do much timey whimey stuff and is just a weird teleportation spell. Maybe instead the spell could work by changing your present location by altering how you moved in the past. Mechanic wise, when you cast this spell you return to the spot you started your turn in and reuse your movement. Everything you interacted with before casting this still took place. You would additionally suffer any consequences from your new movement choice, so if you triggered a trap after casting this spell it still happens. Sorta like tracer's recall from overwatch minus the reduction in damage although that might not be a bad addon. (Good for finding traps so long as you survive them)