Wizard
Base Class: Wizard

You have spent years and years of studying the history of travels and Planeswalking. There aren't many magicians that have survived the Plane travels, however those who have, have the power and knowledge of a hundred wizards, for there is no greater teacher than the world and travels.

Travelling Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a travelling spell (like Jump, Misty Step, Teleport or Plane Shift) into your spellbook is halved. You also add proficiency to all Intelligence skill checks connected with knowledge about Planes and Plane travelling.

Teleport Engineer

Beginning at 2nd level, as an action you can teleport a Tiny object you hold to an unoccupied place you can see within 5 feet from you. You can use this feature the ammount equal to your proficiency bonus per long rest. This feature also becomes stronger at higher levels.

At 6th level:

Tiny - 10ft. / Small - 5ft.

At 10th level:

Tiny - 15ft. / Small - 10ft. / Medium - 5ft

At 14th level:

Tiny - 25ft. / Small - 20ft / Medium - 15 ft.

Travelling odds

Starting at 6th level, when casting a Travelling spell that has a risk of not succeeding, you have a 10% more chance of succeeding. (F.e. when you cast a Blink spell you normally succeed on rolls 11 or higher, with this feature you succed on rolls 9 or higher).

Power within Planes

Beginning at 10th level, whenever you take a short rest in a specific Plane you gain following benefits:

  • Elemental Planes: You gain resistance to damage connected to the Plane, that is: 
    Fire Plane - fire damage resistance, Water Plane - cold damage resistance, Air Plane - lightning damage resistance, Earth Plane - bludgeoning damage resistance.
  • Material Plane: You gain +1 to your Spell Save DC.
  • Shadowfell: You gain Darkvision and advantage against being frightend.
  • Feywild: You have advantage against being charmed and frightened.
  • Ethereal Plane: You have advantage on damage rolls against creatures from this plane of existence.
  • Astral Sea: You move with double speed and have advantage on Concentration rolls.
  • The outer Planes: You get one additional spell slot of your highest level.

You loose any of those benefits once you fall Unconcious or you leave this Plane of existance.

House of the Planetraveller

Starting at 14th level, you can enchant one item of your choice (which from now on is reffered to as a House Key) , with a magic word you say. From now on you or any creature that know the magic world can use your House Key once a week to create a doorway to your Mansion. To open the door you need to make a ritual that takes 10 minutes. This Mansion is very similar to a Magnificient Mansion, however this Mansion has unique effects:

  • The Mansion is floating in the deep Astral Sea.
  • The Mansion has a teleportation circle.
  • Any creature that gets here via a teleportation circle or using a House Key can stay here for as long as it wishes.
  • All supplies can be stored in here without being ejected if brought by the door created by the House Key or by a teleportation circle and if there is still place for them in the Mansion. If there is no place for an item or a creature, it cannot get to the Mansion. If the creature or an Item get's here by a Magnificent Mansion spell and stays in the Mansion for more than 24 hours it is normally ejected out of it.

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