School of Warping (5e Subclass)

From D&D Wiki

Jump to: navigation, search

School of Warping[edit]

Wizard Subclass

A related school of the conjurer, the warper trades away the conjurer's ability to summon onjects and creatures to gain greater control over spells that alter position. As you advance in spatial mastery, you gain the ability to affect hostile creatures with teleportation spells and increase the potency and accuracy of your teleportation.

Warping Adept

When you select this school at 2nd level you gain the Arcane Warp cantrip, representing your focus on the translocative arts. In addition, you can use this spell to teleport yourself half of the spell's range as a bonus action.

You can use this ability an amount of times equal to your proficiency bonus, and you regain all expended uses of this ability when you finish a long rest.

Hostile Warp

Your inquiry into how to move objects through space has resulted in a revelation about moving unfriendly people. Starting at 6th level, you gain the ability to use your teleportation spells on hostile creatures. You may attempt to use a teleportation spell on an unwilling target. The target gets an Intelligence saving throw to negate this, but is otherwise moved to any place you could move a willing creature.

You may use this ability a number of times equal to your Intelligence modifier, and you regain all expended uses of this ability when you finish a long rest.

Impossible Warp

Starting at 10th level, you can bend the rules of space enough to place matter where it shouldn't be. Whenever you cast a teleportation spell, you can place them outside the written bounds of the spell. For example, you could place someone inside a solid object, or use Teleport to transport them into space. Items and creatures placed inside objects take 1d6 damage for every 10 ft. they need to move to get out, maxxing out at a number of d6 equal to your wizard level.

Once you use this ability, you cannot use it again until you finish a long rest

Interspatial Familiarity

You have learned so much about the nature and layout of the world that you can travel the planes as easily as walking. Beginning at 14th level, whenever you cast a spell that transports yourself you automatically make it to the right destination, unless the location doesn't exist. If the location doesn't exist, you simply don't move and your spell slot is not expended.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: