![]() ![]() Even a 15' at will teleport can be extremely useful.ĭoes it let you hit things better? Not really. You can cross and avoid difficult terrain and terrain obstacles - like crossing a pit or climbing a wall (depending on the range). You can escape grapples or being restrained at will. Teleportation is a powerful and useful ability. ![]() However, the baseline low level teleportation is the 2nd level spell Misty Step (available at level 3) with a 30' range using a bonus action and preventing the casting of any other spells except cantrips on the same turn. If the portals are ever more than 120 feet apart, the spell ends.Shadow monks get 60' teleport in dim light or darkness at level 6.Ī couple of races and classes get a 1/LR or 1/SR teleport either as a racial trait or as an archetype ability along the way (e.g. On a success, the portal appears in the nearest unoccupied space. Any creature in the new space must succeed on a Dexterity save or take 4d8 force damage and be pushed 5 feet in a random direction. Until the spell ends, the linked portals each fill a 5-foot cube and medium or smaller creatures of your choice can spend 10 feet of movement when they enter one portal's space, to instantly appear in the linked portal's space.Īs a bonus action on your turn, you can move one of the linked portals to a different location within range. Any creature in the portals' spaces when you cast the spell must make a Dexterity saving throw, taking 4d8 force damage on a failure or half as much on a success. You create a pair of interlinked portals at two locations you can see within range. Components: V, S, M (a wishbone or two-tined fork).This can be repeated any number of times on the creature's turn, as long as they have movement to spend. For the duration, the target can choose to spend 20 feet of movement to teleport up to 10 feet to an unoccupied space that they can see. Once you use this feature you cannot use it again until you complete a long rest. when you use this feature, you may treat your familiarity with the target location as one degree higher. You can use this feature a number of times equal to your proficiency modifier, and you recover all uses when you complete a long rest Unerring TeleportĪt 14th level you can cast the teleport spell once without expending a spell slot. This damage increases to 4d4 at level 14, and 6d4 force damage at level 18. On a failure, the creature takes 2d4 force damage in addition to being teleported. On a successful save, Transportation has no effect. The space must be on the ground or on the floor.Īn unwilling creature must make a Charisma save to resist the effect. As an action, you can try to teleport one creature you can see within 30 feet of you to another unoccupied space you can see within 30 feet. Starting at 10th level, you are now able to transort large or smaller creatures a short distance, as well. When you cast a spell or use the help or use object action, the action can originate from a space that you can see, up to 15 feet away from you. Far touchīeginning at 6th level, you are able to slip your hand into a pocket sized portal to reach enemies and allies at a much greater distance. The movement cost of Bounding Step is reduced by 5 feet at 10th, 15th, and 20th level. Bounding step can be repeated any number of times on your turn, as long as you have movement to spend. On your turn you can choose to spend 20 feet of movement to teleport up to 10 feet to an unoccupied space you can see. You also gain access to unique applications of teleportation magic in the form of specialized movement. If the object is worn or carried by an unwilling creature that is not incapacitated, the creature can make a Dexterity or Strength saving throw against your Spell Save DC to prevent the effect. Minor Transportationīeginning when you choose this tradition at 2nd level, you are able to transport small objects around you by way of teleportation.Īs a bonus action you can teleport an object that you can see within 30 feet to a different location you can see within 30 feet, as long as the object weighs no more than 5 lbs. As you grow in power, you will be able to open portals small enough to slip a hand through or big enough to pass armies, save allies from a knife in the back or send enemies reeling across the battlefield. Often seen as the scoundrels of the wizard community, they are deft at getting into and out of places they don't always belong. A specialized conjurer, wizards who focus their studies on the field of teleportation seek to adapt the nature of transportation magic in cunning new ways. ![]()
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