Base Class: Wizard
A specialized conjurer, wizards who focus their studies on the field of teleportation seek to adapt the nature of transportation magic in cunning new ways.
Often seen as the scoundrels of the wizard community, they are deft at getting into and out of places they don't always belong. As you grow in power, you will be able to open portals small enough to slip a hand through or big enough to pass armies, save allies from a knife in the back or send enemies reeling across the battlefield.
Minor Transportation
Beginning when you choose this tradition at 2nd level, you are able to transport small objects around you by way of teleportation. As a bonus action you can teleport an object that you can see within 30 feet to a different location you can see within 30 feet, as long as the object weighs no more than 5 lbs.
If the object is worn or carried by an unwilling creature that is not incapacitated, the creature can make a Dexterity or Strength saving throw against your Spell Save DC to prevent the effect.
Bonus Spell - Bounding step
You also gain access to unique applications of teleportation magic in the form of specialized spells. At 2nd level you learn the spell bounding step. This spell is always prepared and does not count against your total spells prepared for the day.
Bonus Spell - Oberon's Dimensional Threshold
At 10th level, you learn the spell Oberon's Dimensional Threshold. This spell is always prepared and does not count against your prepared spells for the day.
Far touch
Beginning at 6th level, you are able to slip your hand into a pocket sized portal to reach enemies and allies at a much greater distance. When you cast a spell with a range of self or touch, or make a melee attack, the action can originate from a space that you can see, up to 15 feet away from you.
Improved Transportation
Starting at 10th level, you are now able to transort large or smaller creatures a short distance, as well. As an action, you can try to teleport one creature you can see within 30 feet of you to another unoccupied space you can see within 30 feet. The space must be on the ground or on the floor.
An unwilling creature must make a Charisma save to resist the effect. On a successful save, Transportation has no effect. On a failure, the creature takes 2d4 force damage in addition to being teleported. This damage increases to 4d4 at level 14, and 6d4 force damage at level 18.
You can use this feature a number of times equal to your proficiency modifier, and you recover all uses when you complete a long rest
Unerring Teleport
At 14th level you can cast the teleport spell once without expending a spell slot. when you use this feature, you may treat your familiarity with the target location as one degree higher.
once you use this feature you cannot use it again until you complete a long rest.
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