Portal Master (5e Subclass)

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The Portal Master

As the need for transport becomes greater, the portal master arrives to meet these needs by conjuring portals to provide greater mobility and opportunities for his allies. Your magic is your best friend, it serves a number of things that ordinary magic users don't have access to. The strength of the Portal Master is to use its portals to increase their mobility and range of abilities, being able to help an ally or fool an enemy very easily. It is not usually the person who chooses to be a portal master, it is they who choose to obey, they are usually the people who have always dreamed of adventure. Your enemies are puzzled when their targets have just disappeared and appear behind your back with a stab and a smile on your chosen face to control this powerful magic.

<!-Introduction Leader->

Creating a Portal Master


Quick Build

You can make a Portal Master quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity.

Class Features

As a The portal Master you gain the following class features.

Hit Points

Hit Dice: 1d8 per The portal Master level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per The portal Master level after 1st

Proficiencies

Armor: No one
Weapons: No one
Tools: No one
Saving Throws: intelligence and dexterity
Skills:

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The The portal Master

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st +2 <!-Class Feature1->
2nd +2 <!-Class Feature2->
3rd +2 <!-Class Feature3->
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

<!-Class Feature->

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->

<!-Subclass Feature->

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

<!-Class Feature->

<!-Class feature game rule information->


<!-Class Option 1->

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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