Wizard School of Planes

Your magic is focused upon the ancient magic of the planes. Some planar wizards are tricksters, making coins and gems vanish right from under their owners' noses. Others are masters of travel, going far and wide throughout all the different planes, gathering knowledge, lore and power.

Conjuration Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.

Dimension Trick

You have created a small extradimensional space which you can access. As an action, you can touch an object that is not being worn or carried. That object is then moved immediately into that extradimensional space with a small flash. The space is a 5 foot by 5 foot by 5 foot cube. If the object is too big to fit within that, it is not transported. You can retrieve an object from it as an action, if you have at least one hand free.

Planar Master

At 6th level, you have become very familiar with planar entities. You can sense the presence of any creature within 60 feet of you on the Ethereal Plane. You can target those creatures with spells that have only a single target. When you do, you have disadvantage on any attack roll made, that creature has advantage on any saving throws you cause it to make, and that creature is reistant to all damage you deal. You can target creatures on the plane you border while in the Ethereal Plane in the same way.

In addition, you have advantage on Charisma saving throws made to resist being sent to another plane of existance, and have advantage on saving throws against the side effects of being in any plane, such as the Overwhelming Joy rule for being in Elysium.

Controlled Rift

At 10th level, you can enter the Ethereal Plane as if by the Etherealness spell as a bonus action on your turn. You remain there until the start of your next turn. Once you have used this feature you cannot do so again until you have finished a short or long rest.

Personal Dimension

At 14th level, you have learned to create your own personal dimension. You can cast Mordenkainen's Magnificent Mansion once per day as an action without expending a spell slot. In addition, when the spell ends, any objects that you had placed inside will remain there, and the next time you cast it you enter the same mansion as before (creatures inside are expelled as normal however). You can alter the layout, or the creatures who you permit to enter at any time as an action, but cannot remove a room that a creature is currently inside or otherwise harm a creature by changing the layout. A creature whose permission to enter you remove who is within the mansion when you do so is not expelled. If you cast the spell in the same place every day for a year, it remains there until dispelled.

Made by /u/inanotherextraverse