Plane Shift
Action - Creature - 7th Level (Conjuration) - VSM
Teleportation
You and up to 8 willing creatures who link hands in a circle are transported to another plane of existence. You must have a material component attuned to the desired plane.
Arrival is determined by your knowledge of the destination. Without precise knowledge or a permanent teleportation circle, the location is chosen by the DM.
If you know the sigil sequence of a teleportation circle on another plane, this spell can take you directly to that circle. If the circle is too small, excess creatures appear in the nearest unoccupied spaces.
You may also target a creature. On a hit with a melee spell attack, you can attempt to banish it to another plane of existence.
Melee Spell Attack:
Hit: The target must make a Charisma saving throw.
Miss: No effect.
Charisma Save
Failure: The target is transported to a random location on the plane you specify.
Success: No effect.
Classes:
Subclasses: