Sorcerer
Base Class: Sorcerer

Teleporters have a natural affinity for instant travel. Their powers manifest in a way that seems to be trying to find a way to remove itself from reality, succeeding only in moving its wielder in erratic, unpredictable, ways. Until controlled.

Teleporters are often quite paranoid, selfish, individuals, using their very defensive powers to escape fights and danger, but those with this power will often find a way to use it to a larger benefit than their own. Quickly aiding downed allies; bringing a party member a dropped or lost weapon; pulling a healer out of the way of a dragon's breath: all ways a Sorcerer of this skill can find their truest potential with the powers imbued to them.

Freed Movement

1st level you begin to experience your magic in small bursts. Standing up from prone and breaking grapples now only take 5 feet of your movement as you teleport minute distances with ease. You appear within 5 feet of where you were.

Free Spirit

At 1st level you gain the ability to teleport frequently at short distances. You can use your bonus action to teleport yourself 15 feet. This costs no spell slots, but can be affected by the following metamagics at the cost of 1 Sorcery Point each.

Distant Spell - You can double the range of your bonus action teleport for this turn.

Twinned Spell - You can bring another person with you when you bonus action teleport, as long as they are within touching range and willing.

At 6th level the distance becomes 30 feet, at 14th level it becomes 45 feet, and at 18th level it becomes 60 feet.

Constant Displacement

At 6th level your natural affinity for teleportation makes you harder to hit. When calculating AC and initiative, add your Charisma modifier. Additionally, you always have a surprise round in combat, provided the first thing you do is teleport. If the enemy has a surprise round you go with them according to initiative. You have advantage and proficiency on Dexterity saving throws.

Teleportation Savant

At 14th level your teleportation skills are honed. Your bonus action can now be used to make 2 teleport movements, and upon 1 teleport all attacks on you have disadvantage until the start of your next turn. Applying Metamagics to your bonus action teleport costs only 1 Sorcery Point still, but does apply to both teleports.

Additionally, if you use your action to cast a larger teleportation spell, you can spend 4 sorcery points any time in the next 1 minute to return to the location you started at using 1 of your bonus actions teleports. Doing this once means the two locations can now be moved between using the bonus action teleports with no extra cost for 1 minute.

You can also now spend 1 sorcery point to use your reaction to teleport up to your bonus action teleport distance. This reaction can be made after taking damage from an attack, or if an area of effect attack is made with you in the radius, and you can see the attack being made.

Unstoppable Object

Movement is nothing to you now. Starting at 18th level, your movement can be swapped for teleportation, and doesn't use your bonus action teleports to do so. When casting a spell, you can now teleport up to 60 feet before or after you cast it as a free action. Reality flickers around you, and you can choose to target another unwilling creature with your bonus action teleports, making a melee spell attack, sending both of you or only them. All creature limits for teleportation spells is doubled for you at no extra cost.

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