Portal Master (5e Subclass)
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The Portal Master[edit]
Wizard School
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.
- Minor Portal
Starting at 2nd level, you can open small dimensional doors between spaces. As a bonus action, you can teleport to an unoccupied space you can see within a distance equal 5 feet x your proficiency bonus.
Alternatively, you can open a temporary door in a surface of a structure, such as a wall, with a thickness equal to half the distance you can teleport. This door remains open until the end of your next turn, and require concentration to maintain. Any creature of your choice with a size medium or lower can pass trough the door.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses when you finish a long rest.
- Arcane Step
At 6th level, whenever you cast a spell of 1st-level or higher, you can teleport to a place you can see within 5 feet per level of the spell, using your reaction. You can bring one willing creature with you when you do so.
Alternatively, you can teleport a creature that fails a saving throw or is hit by one of your spells of 1st-level or higher, using your reaction. The creature must succeed on a Charisma saving throw against your spell save DC, or is teleported to an unoccupied space of your choice within 5 feet of it per level of the spell.
- Dimensional Gate
At 10th level, you add teleportation circle to your spellbook, if it isn't already. In addition, you can cast this spell once, without requiring material components, without spending a spell slot. When you do so, you cast this spell as an Action, rather than spending a minute.
Once you cast this spell without spending a slot, you can't do it again until you finish a long rest.
In addition, to create a teleportation circle, you can cast spell once every seven days on the same location, rather than once per day.
- True Portal
At 14th level, you can cast teleportation circle as a ritual, without using material components. This casting can't be used for a permanent portal.
In addition, over the course of a short rest, you can draw a door in a surface that has Large size or larger, by spending 50 gp in materials. This door is covered in arcane symbols, that glow when activated. As an action, you can use this door as a portal to another place that has another drawing of that nature made by you. Both doors must be on the same plane of existence.
Once opened, this door remains open until the end of your next turn, and any creature can step into the target door and exit from the destination door by using 5 feet of movement. This door is dispelled if the surface is moved more than 5 feet from its original position at the moment of the drawing.
Once you use your Action to open this door, you can't do it again until you finish a long rest, unless you spend a spell slot of 6th-level or lower to do it again.
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