Wizard
Base Class: Wizard

Wizards of the School of Space focus on the study of planes and the fabric holding everything together.
They often create their own pocket of space. It greatly aids their research, and offers utility.

Pocket Space

Beginning when you select this school at 2nd level, you gain your own pocket space.

  • Pocket Space: The maximum weight the artificial fabric can hold is classlevel x 10lbs.
  • You can put objects inside or take them out with 1 Action.
  • It requires you to touch the object to put it in.
  • An object carried or worn, by a non-willing creature, can not be targeted.
  • You cannot stuff living creatures inside. Even if you manage somehow, there is no air or atmosphere present.

Spatial Disruption

Beginning at 2nd level, you learn to disrupt portals, teleportation or other spatial abilities and spells with your magic.

  • Spatial Disruption: you can use your reaction to prevent an enemy from teleporting or using a portal.
  • This requires vision of the target or portal and has a maximum range of 60ft.
  • A teleporting creature needs to succeed on an intelligence saving throw.
  • On fail, they fail.
  • Portals and gateways become temporarly disabled for 1 round.
  • Magic items similar to the Bag of Holding count as a portal for this ability.
  • Charges: proficiency bonus, resets on long rest.

Delayed Spatial Construct

Starting at 6th level, you can delay the cast of spells that use space as a medium.

  • This includes things like teleportation, portals, planar travel and your pocket space.
  • Maximum delay is equal to your classlevel in rounds.
  • The delay cannot be changed after a successful cast.
  • If the spell has already been cast, counterspell won’t work, but it's still possible to dispel the magic.
  • Delay interaction:
    • Teleportation: teleports the target towards the destination after delay.
    • Portal: portal opens up at the place where it has been cast after delay.
    • Pocket space: object vanishes/appears after delay.

Multilayered Space

Beginning at 10th level, you learned to knit space in a special manner.

  • Your pocket space counts for all purposes as another plane.
  • Immunity to scrying, tracking and similar methods towards its contents.
  • Superposition: using your action, you can superimpose your pocket space on a 20x20x20ft. cube.
  • The cube can be positioned how you want, as long as you are inside it.
  • Maximum duration is 1 minute with concentration.
  • While you are inside the cube, you can interact with the pocket space using a bonus action.
  • Enemy creatures need to roll an intelligence saving throw if they want to teleport inside the cube.
  • On fail, they fail.
  • Your spatial disruption gives them disadvantage instead.
  • You can freely teleport within the cube, using a bonus action.
  • Resets on long rest.

Theory of Multihopping

Starting at 14th level, you can squeeze yourself into any kind of empty space, even if it is tiny, without getting impaired in any way.

  • Space is just numbers: you are considered tiny for squeezing and immune to its condition.
  • You can hop into a container using an action.
  • If you reside within an object like a vase, you add to its weight.
  • You can remove your weight by using 1 bonus action every turn.
  • Should the object get destroyed, you will be thrown out.
  • If you cannot see the insides, you have advantage at stealth.
  • Hopping: using your reaction, If a creature is teleporting, you can hop into it and get teleported as well.
  • This has a range limit of 30ft.
  • You need to see the creature teleporting.
  • Multihopping: using a teleportation spell or ability, you can take up to 3 creatures with you, within 5ft. distance.
  • The targets need to be willing.
  • Maximum charges are 3, resets on long rest.

Previous Versions

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