Base Class: Wizard
Wizards following the School of Portals focus on bending spacetime in order to connect two points in space. Such wizards excel in transportation and protection, meaning they are favored by groups such as rescue units, security teams and transport agencies, but are also highly sought after by many different types of criminal gangs. To lead a righteous and good life as a so called ”Portal Wizard”, many students choose to either quickly join a group or to close themselves off from the outside world as much as possible, focusing on continuing their research above all else.
This homebrew is a modified version of the ”School of Portals” subclass by u/Unemployment_PhD with inspiration from u/Stuffies_12 ”School of Dimensions” subclass. Both of their posts can be found in the "r/DnDHomebrew" subreddit.
Please check them out as well!
Spatial Awareness
Starting at 2nd level when you select this school, your study of spacetime makes you keenly aware of everything happening around you. You gain a bonus to your Wisdom (Perception) modifier equal to your Intelligence modifier.
Create Portal
Starting at 2nd level when you select this school, you can use your bonus action to open a portal to a different point in space within 30ft of you. The portal can be no larger than 2ft in diameter and requires concentration to keep open. When summoning the portal, one end has to be no farther than 5ft from you.
The portal closes if you lose your concentration, or if you are further than 30ft from either end of the portal.
Objects pass though the open side of each portal as though the two points in space were continuous. If the portal closes with an object inside of it the object is ejected out of the side it entered at the same speed it entered.
Create Large Portal
Starting at 6th level, you can use your action to open a large portal within 60ft of you. The portal can be no larger than 5ft in diameter and requires concentration to keep open. When summoning the portal, one end has to be no farther than 10ft from you.
The portal closes if you lose your concentration, or if you are further than 60ft from either end of the portal.
Objects pass though the open side of each portal as though the two points in space were continuous. If the portal closes with an object or creature inside of it, the object or creature is ejected out of the side it entered at the same speed it entered.
An unwilling creature about to fall into a portal may make a dexterity saving throw against your spell save DC to avoid falling in. Once an unwilling creature passes through a portal it can’t be forced though the same portal until the end of its next turn.
This feature recharges after a long rest or by expending a spell slot of 1st level or higher.
Spatial Drift
Beginning at 10th level, once per round you may spend a bonus action to either:
- Move one end of your class feature portal up to 10ft in any direction.
- Expend a 1st level spell slot or higher to teleport one end of your class feature portal anywhere within range, meaning up to 30ft for the regular portal and up to 60ft for the large portal.
Teleportation Mastery
Starting at level 14, you gain enough mastery over space to travel between vast distances. You learn the Teleportation spell if you don’t already know it, and you can cast the teleport spell without expending a spell slot once.
Alternatively, you may spend 10 minutes to open an intercontinental portal. The portal has a diameter of 10ft and stays open for 10 minutes. One end of the portal opens up in front of you, then the DM rolls on the Teleport table as if you’re casting the Teleport spell to decide where the other end of the portal leads. These portals can not be effected by Spatial Drift.
If you teleport directly, this feature recharges on a short rest. If you open a portal, this feature instead recharges on a long rest.
Due to your affinity for portals, you may add your wizard level to the probability of success when rolling on the Teleport table.
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