When an attack you can see is made against you or an event such as a trap, hazard or spell that would require you to make a Dexterity save you may use your Reaction to cast this spell. When you do time slows just for a few moments for you to select an occupied space you can see within 30 feet of you and when you do you are instantly teleported to that space. If that space is away from the triggering event or is not within the targeted space of the triggering attack you evade it and are completely unharmed. If it is still within the effect, you can make your Dexterity Save with advantage, taking no damage on a successful save.
Tiny creatures, including familiars, are teleported with you if they are touching you and not hostile toward you.
This spell requires you to have the ability to make a single step - a small start of a movement that forms the somatic component of the spell, so unless you have the means to eschew the somatic component (such as a Sorcerer's Subtle Spell Metamagic) you must have a speed greater than 0.
Channeling the magic in this way and using such dimensional magics - manipulating space and the flow of time - in a single moment is very taxing on the mind and body. Roll a DC14 Constitution saving throw. On a fail, you are Stunned for 1 round as you are winded, and briefly overcome with exhaustion, similar to when the Haste spell ends. On a success, you are not Stunned but your speed is halved and melee attacks are made at disadvantage for 1 round. Ranged attacks are unaffected. This spell cannot be cast if you have 2 or more levels of Exhaustion
At Higher Levels: When cast at 4th level or higher, the constitution saving throw is negated (as are the negative effects of both success and failure), and you can choose 1 willing target within 30 feet of you to take with you for every spell slot used above 3rd. All creatures are teleported to the same point with 5 feet of each other.
* - in response to a spell or other hazard you can see requiring a Dex saving throwPrevious Versions
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