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Temporal Transporter (Sub) v1.0


Hit Points

Hit Dice: d4 per Temporal Transporter (Sub) v1.0 level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

[[[Placeholder Text]]]   (This is a Subclass for D&D 5th Edition)


Class Features

2nd Level - Temporal Infusion: When you cast a spell of 1st level or higher, you may teleport up to 5ft per the spell slot used. This teleport may happen before or after you cast the spell. At 6th level this teleport can be used instead for willing allies within 30ft.   Eyes of Thread: Your studies have let you see the loose and temporary threads that connect one temporal tunnel to its mate. When others teleport within your line-of-sight, you know where they went to or where they came from.   6th Level - Dimension Marker: Whenever you teleport, you leave behind an invisible rune that last for 10 minutes. As a bonus action you can consume a rune to either teleport to the rune (this does not produce a new rune) or to cause the rune to collapse and deal force damage in a 5ft radius dealing Xd8 Force damage (X = spell slot used to create the rune) on a failed Dexterity Saving Throw or half damage on a successful save.   10th Level - Gate Bringer: Once per Long Rest and as an action you can make two, one-sided inch thick portals that can be size 5ft-by-5ft or 10ft-by-10ft. A creature or object entering one portal immediately leaves the other portal. When summoned, each portal pops into existence within 30ft of you in an unoccupied area and last for 1 minute. On your turn you can spend a bonus action to move each portal up to 15ft in any direction. If a portal moves into an unwilling creature, they must make a Dexterity Saving Throw to dodge out of the way for the rest of the round. You may decide to close the portals at any time and any creature in mid travel must make a Dexterity saving throw of takes 5d10 magical slashing damage on a failed save (success or fail the target gets to choose which end of the portal they end up on).   14th Level - Master Temoralist: You add the "Teleportation" and "Dimension Shift" spells to your spellbook (if you already have either/both spells in your spell book already, then the duplicate spell is instead always prepared for you). Both of these spells can be casted as a ritual, however if casted this way then you can only target yourself with the spells.


Created by

Common Man.

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Class Features

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