Wizard
Base Class: Wizard

Wizards often find themselves in need of quick escapes, or to cross planar boundaries as easily as they do space within the Prime Material. Certain wizards have specialized in this, and the draw of seeing the world, or even other worlds, has started a dedicated following in some circles.

In their studies, wizards subscribing to this school study maps, distances, and locations, as well as traditions and customs of those places. In doing so, wizards also gain insight into the different magical uses of those places.

Training in Travel and Maps

When you enter this tradition at 2nd level, you gain proficiency in either the History or Survival skill. You also gain proficiency with [tool]Cartographer's Tools[/tool]. You can choose one language as well. 

You have advantage on checks designed to read maps that are of unfamiliar places or in other languages.

 

Controlled Movement

Your magical training allows you to manipulate movement. You may call upon the latent magical energies around you to either expedite you and your allies' movement, or you may slow your enemies movement.

As an action, you can give yourself and a number of individual creatures up to a size larger than your own (Large if Medium, etc) an additional 10 feet of base movement on their turn. The number of individuals other than you is equal to your proficiency bonus. This effect lasts for one minute and does not require concentration.

Alternately, you may choose to slow a number of individual creatures equal to your proficiency bonus and reduce their base speed by 10 feet. The creature makes a Wisdom saving throw at your spell DC to avoid the effect.

Once you use this ability, you may not use it again until you complete a long rest.

 

Quickened Step

At 6th level, you add haste or thunder step to your spellbook if you do not have it. Your mastery of travel magic allows you to push the boundaries of your spells. Once per long rest, you may double the distance of a spell whose range of travel is measured in feet (misty step, blink, dimension door, etc). 

 

 

Dimensional Sparks

At 10th level, you add dimension door to your spellbook if it is not there already. You can cast dimension door without expending a spell slot, but cannot bring other creatures with you or any object weighing over 10 pounds.

Once you cast dimension door with this ability, you cannot do so again until you have completed a long rest. This ability does not allow you to bring other creatures, nor an object over 20 pounds. 

 

Safe Traveler

At 14th level, you may add either teleport or plane shift to your spellbook if you don't have it already. You also gain the following benefits:

Safety Net: You may cast feather fall without expending a spell slot. The spell is cast as though it is first level. You regain this feature after a long rest.

Teleport with Less Error: Your teleport spells, when cast, are cast as though you are one tier more familiar with them than those indicated in the Player's Handbook. A "false destination" will always be false, but "Description" becomes "Viewed Once," etc.

Alert: While traveling, your innate magical senses detect danger more quickly than others might. You may add your Intelligence modifier rather than dexterity to your initiative roll.

 

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