Locamancy

***The School of Locamancy is a branch of Conjuration that focuses on transportation by means of teleportation. Locurers find wide employment options as con men, smugglers, hired transportation, and much more. Whatever their career, instant transportation of creatures, goods, and items can be used to outwit and outmaneuver even the most seasoned enemies.***

## **Locurer**

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

## **Minor Locuration**

Also at level 2, you learn to teleport small objects at will, provided they are within 30 feet of you and you can see them or no what they look like. As a free action, you can summon an inanimate object of no longer than 3 feet and no heavier than 10 pounds to your hand. As a bonus action, you can move an object following the same specifications from one point you can see to another.

This can be used defensively: as a reaction when you are hit with a ranged attack, you may attempt an intelligence saving throw. If the result is higher than the initial attack roll, you can change the location of the projectile mid-flight, making a ranged spell attack against a new target within range of this ability. This ability can be used on cantrips and ranged spell attacks.

At level 6, the range of this ability doubles to 60 feet, and increases to 100 feet at level 10.

At will Locuration abilities are considered spells of 0th level for the purposes of *Counterspell* and *Dispel Magic*.

## **Magic Step**

Beginning at level 6, your mastery of teleportation reaches new heights. As a bonus action, you can teleport up to 60 feet in a burst of arcane energy. The location you choose to teleport to must be a point you can see.

## **Locurer's Doorway**

At level 10, you learn to open stable doorways to locations you are familiar with. With 1 minute's concentration to prepare, you can use your action to open a portal to any location you are familiar with (provided it's not warded against such things). The portal stays open for 1 round or until you close it.

## **Untetherable**

At level 14, you become incredibly hard to pin down. You can use your Magic Step ability as a reaction to any of the following:

* Being hit with an attack: Make an intelligence save (DC=the attack roll total). On a success you take no damage and teleport away to the location you choose. On a failure you teleport but still take half damage.
* Being targeted by a spell or being on the inside of an area of effect: Make an intelligence save (DC=the spellcaster's save DC or the DC of the AOE). On a success you are not target by the spell or not affected by the AOE. On a failure you automatically fail the spell or AOE's save. You can use this ability to attempt to avoid spells beginning with *Power Word...* or spells cast using *Wish* only if you are able to teleport out of range.
* Falling: The teleport succeeds, but you are knocked prone and still take 1d6 budgeoning damage.

This ability can be used more than once between your turns. If you have already used your reaction, you may expend a 1st level spell slot to use it again. The next time you use it while your reaction has already been used for the round, it requires a 2nd level slot, regardless of how long it has been since you used the first level slot. The cost keeps increasing and maxes out at 9th level. The level of the slot required for this extra reaction resets to 1 when you finish a long rest.