Base Class: Wizard
The School of Transportation includes spells of various schools that improve or facilitate movement and transportation. These spells may transport the caster (or any other creature) to another location. They may improve a creature's ability to move. They may enable new movement abilities like flying, climbing or teleportation. The list of Teleportation spells appears at the end of this subclass. Other spells may be considered Transportation Spells, if they aid in transport or movement at your DM's discretion.
The following spells, by level, are considered Transportation Spells:
Arcane Transportation Spells
1. Expeditous Retreat
Feather Fall
Jump
Longstrider
Tenser's Floating Disk
2. Enhance Ability (Dexterity or Strength)
Levitate
Misty Step
Rope Trick
Spider Climb
3. Blink
Clairvoyance
Fly
Gaseous Form
Haste
Phantom Steed
Slow
Water Breathing
Water Walk
4. Banishment
Dimension Door
Hallucinatory Terrain
5. Passwall
Telekinesis
Teleportation Circle
Wall of Force
Wall of Stone
6. Arcane Gate
Contingency (When used for any other spell on this list)
Drawmij's Instant Summons
Globe of Invulnerability
Move Earth
7. Etherealness
Mirage Arcane
Plane Shift
Project Image
Reverse Gravity
Sequester
Teleport
8. Demiplane
Maze
9. Astral Projection
Gate
Timestop
Transportation Spells from other classes
2. Find Steed
Pass Without a Trace
3. Meld into Stone
4. Control Water
Freedom of Movement
5. Control Winds
Tree Stride
6. Find the Path
Transport via Plants
Wind Walk
8. Control Weather
Transportation Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transportation spell into your spellbook is halved. In addition, transportation spells from other classes, as listed at the end of this subclass are wizard spells for you.
Fast Movement
Starting at 2nd level, you gain a +1 to initiative rolls. You also gain +5 feet of movement (a maximum of 50ft). An allied creature that begins its turn within 10 feet of you also receives this bonus. At 8th level this bonus increases to +10 feet.
Share the Haste
Beginning at 6th level, where a Transportation Spell has a range of Self, you and one other willing creature that you can touch both receive the benefits of the spell. You also have advantage on saving throws to maintain concentration on a Transportation spell.
Transporter
Starting at 10th level, You can cast any Transportation spell of 5th level or lower as a ritual. In addition, any Transportation Spells which require a material component of under 300gp in value, you can cast the spell with a substitute material of no cost, or if the value is greater than 300gp, you can supply the material components of the spell at half the cost.
Master Transporter
Beginning at 14th level, you can use a bonus action to recall any Transportation Spell of 2nd level or lower that you have not prepared, in order to cast the spell before the end of your next turn. Doing so requires expending a spell slot equal to the spell's level +1. When not recalling these spells in this way, they do not consume spell slots.
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