Portalier (5e Subclass)

Portalier

Wizard Subclass

You are mastering the art of combat teleportation, moving allies and enemies exactly where you want them, and warping directly behind enemies to catch them off-guard while sinking a blade into their ribs.

Attacking Apparition

Beginning when you select this school at 2nd level, you gain proficiency in simple weapons.

Misty Retreat

Starting at 2nd level, you may use your bonus action to make a dash, disengage or dodge action.

Warp Assassin

Starting at 6th level, if you cast a spell to teleport yourself next to an enemy creature, or to teleport an enemy creature next to you, you may then use a bonus action to make a melee attack against that creature with advantage. If you are teleported by other means, you may then use your reaction to make a melee attack.

Tactical Teleporter

Beginning at 10th level, you may teleport a creature a distance equal to your Intelligence score. If the creature is unwilling, it makes a Charisma saving throw versus your spell save DC. If it fails, you teleport it successfully; if it succeeds, it isn't teleported. You may use this feature a number of times equal to your Intelligence modifier, regaining spent uses once you finish a short or long rest.

Malignant Transposition

Starting at 14th level, if you teleport into a space occupied by a creature, it must make a Constitution saving throw against your spell save DC, or take force damage equal to double the force damage you take by appearing in an occupied space. You then appear in the nearest unoccupied space, however if you appear next to an enemy creature, you may not use your Warp Assassin feature. If you teleport into a space occupied by an object, it automatically takes force damage equal to double the force damage you take by appearing in an occupied space, and if it is not destroyed, you become temporarily merged with the object and are considered restrained. Once you use this feature, you can’t use it again until you finish a long rest.


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