School of Portalmancy

The School of Portalmancy, not only teach their students arcane knowledge and the use of magic, but also the laws of the Space-Time and Hyperspace and how to manipulate and bend them. Portalmancers, as these magicians are called, learn early not only how to create portals, but also what negative effects the Hyperspace, that one enters when going through a portal, can have on an untrained body. So, an important aspect of a Portalmancers study is also physical training, which students often use to learn the use of weapons.

Portalmancer Features

Wizard Level Feature 2nd Physical Training, Create Portal 6th Portal Magic 10th Personal Hyperspace 14th Improved Portalmancy

Create Portal

When you gain this Tradition at 2nd Level, you learned the ability to create Portals.

You can use your Reaction too chose an unoccupied space in 10 feet of you and another unoccupied space in 60 feet of you. In each chosen space, a Portal appears, that is connected with the other. The Portal occupies a space of 2 feet in Lenght and 5feet in Hight and width.

A large or smaller creature, that is in range of touch to an Portal, can use its action to go through the Portal to the connected Portal. When a Creature tries to use your Portals, without your permission it must make a Constitution saving throw against your wizard spell save DC. On a failed save, the creatures takes 1d8 force damage and is pushed 10+your wizard level feet away from the Portal. On a Succes, it takes only half the damage and can go through the portal.

The Portal pair vanishes, when you fall unconscious or use a Bonus Action to dismiss it.

You can only have one pair of Portals at a time. The number of Portal Pairs, you can have open at the same time, increases at 11th level to 2, and at 18th level to 3.

Physical Training

When you gain this Tradition at 2nd Level, you had enough Physical Training, to endure the power of the Hyperspace and to learned to use weapons.

You gain proficiency in Light Armor, simple weapons and one martial weapon of your choice

Also, when you make a weapon attack with a weapon you are proficient with and that lacks the heavy property, you can use your Intelligence modifier instead of your Dexterity of Strenght modifier.

Portal Magic

Starting at 6th Level, you learned to use your portals in a way, that allows you, to enhance your combat abilities, physical and magical alike.

When you make a weapon attack or cast a spell on your turn, while you are in 10 feet of one of your portals, you can decide to use your portals for this action. When you decide to do so, you make the weapon attack or cast the spell, as if you were in the connected portal.

Additional, when you make a weapon attack or spell attack this way, you deal extra 1d8 force damage on a hit.

Personal Hyperspace

Starting at 10th level, you learned to bend the space-time in a specific way, that allows you to create and access your own Hyperspace.

While on a Short or Long rest, you can open a portal to your Personal Hyperspace. The Portal is a Circle, with a radius of 5 feet. After you opened the Portal, you can put items in your hyperspace, that are small enough to pass through the portal.

As a Bonus Action, you can briefly open a portal to your personal hyperspace and take 1 item out of it.

Personal Hyperspace

Your Personal Hyperspace has the following attributes:

Your Personal Hyperspace is a cube with a side length of your wizard level+ your intelligence score x5.

There is no breathable Air in your Personal Hyperspace

Items in there doesn´t decompose

Improved Portalmancy

Starting at 14th level, your abilities in Portalmancy reached a new level, resulting in an improvement to your Portals and Portal Magic.

Whenever you create a Portal pair, with your Create Portal feature, you can choose one of the following effects for the Portal:

You and your allies can go through a portal using a bonus action, instead of an action.

The first time each round you or an allied creature use the portal, the creature regains 3d6+ your spell attack modifier Hit Points.

When you or an ally goes through a portal, their next weapon attack or spell attack deals additional 2d8 force damage.

Once per round, when you or an ally is subjected to an effect that allows them to make a dexterity saving throw, while they are in 5 feet of a portal, they can use their reaction to immediately use the portal.

Also, you can use your Portal Magic feature, when you are in 15+ your Intelligence modifier feet on one of your portals and the extra damage increases to 2d8 force damage.