Wizard
Base Class: Wizard

The concept of space evokes an inherent misunderstanding. Space is not the vast emptiness most scholars theorize. Instead it is the living fabric of the universe, of which astropaths are the weavers. Rebuke your enemies by controlling the physical space they inhabit, or aid your allies by maintaining their personal space. Astropaths seek an understanding of the universe heretofore thought impossible, knowledge once lost to the astral sea.

Level 2: Astral Exchange

Your control over space allows you to swap creatures' positions.  At 2nd level you gain the ability to swap the location of two creatures you can see within 90 feet as an action. This ability can be used a number of times equal to your proficiency modifier and recharges after a long rest. An unwilling creature must succeed a Wisdom saving throw against your spell save DC or be forcibly teleported. Both creatures must be on a surface or in a liquid that can support the target without the target having to squeeze. If targeting two unwilling creatures, both must fail the saving throw for the teleport to execute, otherwise neither target is teleported.

Level 2: Spatial Awareness

You have a preternatural ability to gauge your surroundings. At 2nd level you are able to add your intelligence modifier to your initiative bonus.

Level 6: Terrain Transposition

You have unearthed a secret of teleportation magic previously thought impossible. After reaching 6th level you gain the ability to transpose a part a creature's body into its surroundings. When teleporting another creature, you may choose to stick its foot in the ground, its hand into the wall, etc. which imposes the restrained condition unless the target succeeds a Strength saving throw against your spell save DC. This can target any extremity besides the head/face.

Level 10: Escape Plan

Space bends around you to prevent harm. After reaching 10th level, when hit and damaged by a melee attack, you may use your reaction to teleport up to 15 ft. in any direction. This does not provoke opportunity attacks. This feature can be used a number of times equal to your intelligence modifier until a long rest.

Level 14: Withering Warp

Your control over spatial magic has uncovered terrible universal truths. Upon reaching level 14; when a creature teleports as a result of your actions you may choose to show them horrible eldritch secrets, causing 1d8 psychic damage. The target must also succeed a Constitution saving throw against your spell save DC or gain one level of exhaustion.

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