School of Forbidden Geometry

School of Forbidden Geometry

2nd-level School of Forbidden Geometry feature

Wizards of the School of Forbidden Geometry study the mathematics and spatial relationships that underlie reality—and the ways those laws can be broken. They've learned that the Unveiling revealed truths about space, dimension, and angles that defy natural law. By mastering non-Euclidean geometry and impossible architectures, they can bend space, manipulate distance, and strike from directions that don't exist.

This is dangerous magic. Every spell cast using forbidden geometry carries the risk of attracting attention from beyond the Veil.

Forbidden Geometry Savant

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

Spatial Distortion

At 2nd level, you've learned to subtly warp space around you. When a creature you can see within 30 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to distort the space between them and their target. Roll a d4 and subtract the number rolled from the creature's roll.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Non-Euclidean Step

At 6th level, you can briefly step through impossible angles. As a bonus action, you can teleport up to 60 feet to an unoccupied space you can see. When you do so, choose one:
- You become invisible until the start of your next turn.
- You have advantage on the next spell attack roll you make before the end of your turn.
- The next saving throw made against one of your spells before the end of your next turn has disadvantage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Dimensional Calculations

At 10th level, your understanding of space allows you to manipulate distance. When you cast a spell that has a range of 5 feet or greater, you can spend a spell slot of the same level or higher to double the spell's range. If the spell has a range of touch, you can instead make its range 30 feet.

Additionally, you can spend 1 minute studying a location you can see to determine whether it contains any dimensional anomalies, portals, or extradimensional spaces (DM's discretion).

Impossible Architecture

At 14th level, you can impose your will on space itself. As an action, you can spend a spell slot of 4th level or higher to restructure reality in a 30-foot-radius sphere centered on a point you can see within 120 feet. The restructuring lasts for 1 minute or until you lose concentration (as if concentrating on a spell). Choose up to three effects:

  • Stretched Space: The area is difficult terrain for creatures you choose.
  • Compressed Distance: Creatures you choose have advantage on spell attack rolls and melee attack rolls while in the area.
  • Folded Paths: Creatures you choose can use a bonus action to teleport up to 30 feet to an unoccupied space they can see within the area.
  • Twisted Gravity: Creatures you choose have their movement speed halved and have disadvantage on Strength and Dexterity checks while in the area.
  • Sealed Dimensions: The area is warded against teleportation. Creatures can't teleport into or out of the area.
  • Impossible Angles: Creatures hostile to you that start their turn in the area must make an Intelligence saving throw. On a failed save, they take 4d10 psychic damage and are incapacitated until the start of their next turn.

Once you use this feature, you can't use it again until you finish a long rest.


Features

Forbidden Geometry Savant
Spatial Distortion
Non-Euclidean Step
Dimensional Calculations
Impossible Architecture
Stretched Space
Compressed Distance
Folded Paths
Twisted Gravity
Sealed Dimensions