Sorcerer
Base Class: Sorcerer

I really liked the Teleporter subclass by IntFront, however, I feel that it is a bit too powerful, so I've decided to rework it a bit.

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. Spend 1 sorcery point and as a bonus action you can teleport up to half of your movement. The space you appear in must be visible to you, and cannot be occupied by any obstacles. 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.

Constant Displacement

At 6th level your natural affinity for teleportation makes you faster and harder to hit. When calculating initiative, add your Charisma modifier. Additionally, you can expend 2 sorcery points to add your Charisma modifier your AC until the start of your next turn, and you have proficiency on Dexterity saving throws.

Teleportation Savant

At 14th level your teleportation skills are honed. Upon teleporting, all attacks on you have disadvantage until the start of your next turn.

You can also now spend 1 sorcery point to use your reaction to teleport up to half your movement speed. 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

When casting a spell, you can now teleport up to half of your movement 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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