Wizard
Base Class: Wizard

Displacement is one that is not often studied across planes. Because there is no school of displacement magic, most assume that this school is actually a hoax. In reality, Displacement wizards are granted abilities like no other. Focusing on the body, wizards untether themselves from the physical plane, granting greater transportation between spaces. With these abilities, wizards can better protect themselves from harm while they zip around the battlefield rapidly.

Translocative Defense

Starting at 2nd level, you can displace yourself to prevent attacks made against you. When an attack hits you on your turn, you can use your reaction to teleport to an unoccupied space within 15 feet of you that you can see. When you teleport in this way, you gain resistance to the damage types of the attack, and the movement provokes no attacks of opportunity. You can use this ability after the attack roll is made but you must use it before the damage is rolled. You can use this feature a number of times equal to your Intelligence modifier (minimum of once) and all use recharge after a long rest.

Untethered Body

Starting at the 6th level, your body is no longer bound to the physical world. Whenever you use your movement, you can choose to teleport instead of walking. This movement provokes no attacks of opportunity and allows you to teleport to any unoccupied space that you can see within 20 feet of you.

Forceful Displacement

Starting at the 10th level, you can enforce your powers over displacement onto an enemy creature. When a hostile creature attempts to use its movement on its turn, you can use your reaction to force them to make a Constitution saving throw against your spell save DC. On a failure, they immediately teleport back to the space they originally occupied any time that they try to use their movement. Additionally, if the creature attempts to make an attack against another creature, you can use your reaction to temporarily teleport the affected creature to another space before immediately bringing them back to its original space, forcing the attack to miss. This effect lasts for 1 minute, and the creature gets to make a new saving throw at the end of each of its turns, ending the effect on a success. You can use this feature once and must finish a short or long rest before you can use it again.

Inscrutable Transporter

Starting at the 14th level, your constant displacement can never be halted. You become immune to the grappled, restrained, and stunned conditions along with any other effect that would reduce your movement speed.

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