Base Class: Wizard
Create Portals and utilize immense mobility.
Mirage Gateways
Beginning at 2nd level, you learn how to create rifts in space called Mirage Gateways, that can be used to quickly move creatures and objects from one place to another. As an action, choose a point on the solid ground that you can see within 5 ft. from you. A circular portal, 5 feet in diameter is created on the surface. The Mirage Gateway remains inactive until you create another one following the same method. Once 2 Mirage Gateways exist, they both activate, allowing you to see, hear and move through them. The Mirage Gateways follow specific rules:
- Any medium-sized or smaller creature or object entering Mirage Gateway exits from the other Mirage Gateway as if the two were adjacent to each other and the creature or object conserves its momentum when they exit from the other Mirage Gateway.
- For the Mirage Gateways to activate the two Mirage Gateways cannot be further than 100 ft. from each other.
- Each Mirage Gateway lasts for 10 minutes.
- Creating a 3rd Mirage Gateway, removes one of the Mirage Gateways you’ve previously created (your choice).
- You can close Mirage Gateway as a reaction.
Whenever an active Mirage Gateway is created right under a medium or smaller creature or object, it must succeed on a Dexterity Saving Throw (DC equal to your spell save DC) or fall through the Mirage Gateway and be knocked prone. On successful save, the creature is moved 5 ft. away from the caster.
Astral Storage
Additionally at 2nd level, through your growing connection to the immaterium, you’ve managed to create a personal, extradimensional pocket of space in the Astral plane. By creating a temporal rift in front of you up to 2 ft. in diameter you can gain access to all the contents inside the pocket. The pocket can contain up to 12 cubic feet of nonliving material (5 feet by 4 feet by 4 feet). Opening up the rift and retrieving an item requires an action and ability to use somatic components.
Opening up a rift inside of the an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys the item and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened
Uncanny Escape
Starting at 6th level, you can utilize your portal magic to escape most immediate danger. Whenever you’re a target of an attack, as a Reaction you can create a portal underneath you, imposing disadvantage on the attack. Whether the attack hits you or misses, you fall into the portal and exit through an active Mirage Gateway of your choice. If there are no active Mirage Gateways, the portal spits you back to your previous location.
Alternatively, on your turn, you can use this ability as a bonus action to immediately teleport to the exit of an open Mirage Gateway.
You can use this ability number of times equal to your intelligence modifier. You regain all expended uses of this ability when you finish long rest.
Quick Change
Starting at 10th level, whenever you use your Uncanny Escape ability, you can utilize your Astral Magic to quickly switch one item you carry for another inside of your Astral Storage. Both items must share some kind of similarity up to DM’s discretion. For example you can switch one piece of clothing for another or one weapon for another.
Alternatively, whenever you use your Uncanny Escape ability, you can summon one item from your Arcane Storage and leave it behind you.
Syntonization
Additionally at 10th level, your connection to astral plane is reaching its peak. You can now create up to 4 Mirage Gateways, but only 2 of them can be active at the time. Whenever you create a new Mirage Gateway beyond the 2nd one you can adjust which 2 Mirage Gateways are active at the moment. Alternatively you can do it as a bonus action on your turns. From now on, Mirage Gateways last for an hour.
Arcane Arsenal
Starting at 14th level, as an action you can open up to 6 portals around you. For every portal you’ve created, you can fire 1 object that is inside of your Arcane Storage, making a spell ranged attack at the enemy up to 120 ft. away. On hit the object deals (2d8+Int modifier) bludgeoning or slashing damage (At DM’s discretion) and applies any effects it would normally do on hit (for example “Dagger, +1” dealing additional 1 damage), although the effects that require the item to be activated do not apply if the item wasn’t activate (for example “Flametongue Greatsword’s” additional fire damage).
Once you use this feature, you cannot use it again until you finish a long rest.
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