Base Class: Sorcerer
(all credit to u/HeroesCompAdmin on Reddit for creating this subclass)
Detect Planar
Starting at 1st level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within one mile of you.
Once you use this feature, you can't use it again until you finish a short or long rest or spend 3 sorcery points to use this feature again.
Spatial Folds
Also at 1st level, you learn to slip through folds in space as you cast spells. After you cast a sorcerer spell of 1st level or higher, you may use 5 feet of movement to teleport up to half your movement speed to an unoccupied space that you can see.
Planar Slip
At 6th level, you learn to coalesce remnants of your teleportation magic to affect others. Once per turn, when you teleport to an unoccupied space adjacent to a creature, you may instantly teleport the creature to the space you teleported form if it isn't incapacitated. If the creature is willing, it gains temporary hit points equal to 1d8 + your Charisma modifier. If the creature is unwilling, it must make a Charisma saving throw. On a failed save, the creature is teleported to the space you teleported and takes force damage equal to 1d8 + your Charisma modifier. This movement doesn't provoke opportunity attacks.
You can use this feature a number of times per day equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Spatial Jump
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to teleport up to half your movement speed. Furthermore, the 1d8's of your Planar Slip become 2d8's
Advanced Planar Slip
At 18th level, when you teleport to a space that you can see within 100 feet of you, you can use a reaction to spend 4 sorcery points to create a medium-sized linked teleportation portal that remains open until the start of your next turn. Allied creatures who are standing adjacent to one of the portals may use 5 feet of movement to step into one of the portals and reappear in the unoccupied space adjacent to the other portal. If the creature is an ally, it gains temporary hit points equal to 2d6 + your Charisma modifier.
Enemy creatures who attempt to enter or are unwillingly moved into either of the portals in this way must make a Charisma saving throw. On a failed save, the creature takes force damage equal to 2d6 + your Charisma modifier and is pushed in a straight line up to 20 feet away from the portal (you choose which direction). On a successful save, the creature enters the portal and takes half damage.