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### Artificer Specialist: Dimension Hopper ##### Dimension Hopper Spells | Artificer Level | Dimension Hopper Spells | |:---:|:-------------| | 3rd | Comprehend Languages, Detect magic | | 5th | Misty Step, Rope Trick | | 9th | Blink, Magic Circle | | 13th | Banishment, Dimension Door | | 17th | Far Step, Teleportation Circle | #### Planar Jaunt Starting at 3rd level your experimentation with planes has yielded minor results. On your turn you can choose to use half of your movement to teleport an equal number of feet. You can use this feature a number of times equal to your intelligence modifier (minimum of 1) and regain all uses at the end of a long rest. #### Folds of Space Starting at 3rd level, as an action you can expend a spell slot and target a number of 5ft cubes within 20 ft of you that you can see equal to the spell slots level, at each location a Planar Tear forms. If you have no planar tears active you can choose an additional location for a tear to spawn. You can have a maximum number of tears equal to half your artificer level (rounded up). When you make a new tear or tears while at your maximum, you an choose which tear or tears end. The tears last 1 hour. The tears can occupy a creatures space and creatures of your choice that are occupying the same space as a tear can use 5ft of movement to teleport and appear in the space of another one of your tears. Creatures you did not specify to be able to travel through your tears can still try to traverse your gateways. Any creature you do not want to traverse your gateways can make an Athletics check against your Spell save DC, on a success they use 10ft of movement to traverse your tears, on a failure they use 20ft of movement and do not move through. The range of your tears placement increases as you gain levels in this class. 30ft at level 5, 40ft at level 9, 50ft at level 13 and 60ft at level 17. #### Spacial Rend Starting at 5th level your control over your tears has refined. As a bonus action you can forcibly close one of your folds of space. Creatures within 5 ft must make a constitution saving throw, on a failure they take force damage equal to a number of d8's equal to your proficiency bonus, half on a success. Additionally, as a bonus action you can move a planar tear up to 10ft, if a creature occupies the same space as the tear they can choose to move with it.
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\columnbreak #### Ethereal Relocation Starting at 9th level, you can use all of your movement and one use of your planar jaunt feature to teleport to one of your tears on your current plane of existence. When you use your planar jaunt feature you can divide all of your movement as you wish between moving and teleporting. As an action you can target a creature you can see within 60ft, they must make a dexterity saving throw or be teleported to a tear of your choice. A creature can choose to fail this saving throw. #### Planar Tuning Starting at 15th level, you can cast spells as if you were standing in your planar tears space but you must use your own senses. You can cast the *Plane Shift* spell which counts as a 5th level spell for you and can cast it once per day without expending a spell slot.