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 is exceptionally easy as you teleport minute distances with ease. If you start your turn prone, you can appear standing in your current location at the cost of 5ft of movement.
If you are grappled by a creature, you can expend half your movement and a charge of your Free Spirit to choose to no longer be grappled. If you do this, you can choose to appear anywhere within 5ft of your previous location. This does not count as your Bonus Action for the purpose of using your Free Spirit teleport on that turn.
This feature does not allow you to escape worn restraints, such as manacles or ropes, or magical restraints.
Free Spirit
At 1st level you gain the ability to teleport frequently at short distances. You can use your bonus action to teleport yourself up to 15 feet. You can do this a number of times per long rest equal to 3 times your CHA Modifier. This costs no spell slots on its own, 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 creature 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, you develop a more natural affinity for displacing yourself in dangerous situations. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier. Additionally, when you are forced to make a Dexterity saving throw against effects that you can see, you may expend a use of your Free Spirit to gain advantage on the roll. This expenditure does not allow you to move.
Teleportation Savant
At 14th level your teleportation skills are honed. Your bonus action can now be used to make 2 teleport movements, the combined total not exceeding the maximum distance allowed at your level. After using a Free Spirit teleport the next attack roll against you or a creature that has traveled with you has disadvantage. Applying a metamagic to your Free Spirit Teleport applies for both teleport movements.
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 Free Spirit teleports. Doing this once means the two locations can now be moved between using the Free Spirit teleports with no extra cost and no Free Spirit charges for 1 minute. Using your Free Spirit teleport this way counts as both teleport moves for that turn. After the initial teleport, no Metamagics may be applied to subsequent teleports.
You can also now spend sorcery points to use your reaction to teleport up to your bonus action teleport distance. You can spend 1 sorcery point to take this reaction after taking damage from an attack, or you can spend 2 sorcery points if an area of effect attack is made with you in the radius before you take damage, and you can see the attack being made. You must decide if you will take this reaction before you roll for your save. You can apply metamagics to this reactionary teleport as usual, and using teleportation in this way consumes Free Spirit charges as usual.
Unstoppable Object
Movement is nothing to you now. Starting at 18th lvl when casting a leveled spell, you can now teleport up to 5ft per level of the spell being cast, before or after you cast it, as a free action and without consuming Free Spirit Charges. Reality flickers around you, and you can choose to target another unwilling creature with your Free Spirit teleport, making a melee spell attack, sending both of you or only them. Also, all creature limits for teleportation spells are doubled for you at no extra cost.
Additionally, if you roll initiative and have no remaining uses of your Free Spirit Feature, roll 1d6 and regain charges equal to the roll.
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