D&D General I Just Want To Teleport and Stab Things

doctorbadwolf

Heretic of The Seventh Circle
So, a lot of the homebrewing I have done over the years has been along a very specific theme.

Nightcrawler

I want to teleport short distances at will, and long distances with some sort of limitation, and fight with light melee weapons.

I want to be able to use teleportation as a weapon, think teleporting as a drop to gain momentum and then out horizontally to put that momentum into slamming into the enemy, dealing falling damage to them that I have to roll to avoid taking myself as well, or simply teleporting above an enemy for the same basic result

I want to use finesse weapons like rapiers, for either a swashbuckler or assassin vibe.

The only times I have been able to do this have been playing a 4e Assassin, and it took some set up to be able to really lean into the teleportation and get he most out of it, and the 5e Shadow Monk, but I dislike waiting for level 6 when it clearly could give a shorter teleport with no secondary benefit at level 3 and upgrade that at level 6.

But I think my perfect version would be to take the shadow monk mechanics and put it on a rogue, but with the teleport coming in at level 3 and scaling with rogue levels.


But maybe there is a better way.

Anyone got a 3pp or homebrew class/subclass that does low level at will teleportation that gets better as you level, that can be easily paired with solid light weapon use?
 

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Also, what would a whole class based on that gameplay be, thematically and mechanically?

Perhaps a fun way to introduce a Swordmage? Replace the Monk's zoomies with teleports, and then build from there...


The Rogue idea could expand into a Shadowdancer class, that teleports based on their movement speed, gains extra movement in darkness, can create darkness and illusions, and can animate their shadow to fight beside them?


Could translate the 4e Shadow Assassin into 5e more directly than I have previously done. Ditch the more mundane assassin stuff i usually focus on, and make the class based on three shadow powers.

Shroud - a death mark placed on a target, adds damage, adds even more damage if you invoke it while hidden or the target is incapacitated, and you gain the ability to kill a target that you reduce to a number of hit points equal to or less than your assassin level starting at level 3. Targets specifically are not aware of your shroud on them.

Shade Form - Turn into a shadowy incorporeal being, gaining resistance to most damage, increased speed in shadow, advantage on stealth, base it roughly on the bladesingers blade song. Level 6/7 you can use this as a reaction when you take damage, halving that damage.

Shadow Jaunt - at will teleport half your speed as a bonus action. Spend a class resources to teleport your full speed and hide or attack when you reach your destination space. At level 5 you can use this as a reaction when you crit or kill

Level 11 each of the above improves or expands in use

Maybe at level 1 you gain a special cantrip or cantrip like ability that is a bolt of darkness, dealing lowish damage but allowing you to place a shroud or teleport to the target if they are already under your shroud? And if you invoke your shroud when you hit with the attack, it instead deals 1d10 or 1d12 or whatever, kinda like how toll the dead has variable damage with a condition.

So, you would be doing a teleport, attack, and potentially a second teleport, most rounds, and sometimes turning into a shadow.
 



Having flashbacks to 3E/PF1 shadow dancer and how many requirements and levels it took...
fav scene GIF
 

When I did read your initial description I was thinking about the original 4E assassin.


That one had a 3 square teleport at will (from one person to another).


Unfortunately the other assassin in 4e had the "drop from height onto enemy" power (one of the ninja subclass at wills from executioner).


As you said there are some more ways to gain teleport in 4E (eladrin race, assassin utility powers, or binder multiclass feat etc).


Hexblade in 4e (with 1 subclass) can also teleport, not at will but whenever something next to them dies. Hexblades can also charge and if you have a faerie race you could charge from air downwards.


One way to do teleporting a bit more could be using a hybrid class.

Hybrid Binder Warlock can get the teleport for something dieing next to it. Then you could take a faerie and another class which has some good charge. (Like executioner assassin) then you could use teleports into the air and charge from there down enemies (as a fairy) with light blades.



But I can see why this might not 100% fit what you have in mind.




I did not find anything 100% fitting, but it reminded me a bit about Beacon so I looked it up.


In Beacon (great 4e inspired tactical rpg) there is the Shadowdancer class which uses light blades and can teleport at will, but next to enemies so not really into the air, and its more about your shadows which you leave behind, but you could still interpret the teleport flavourwise as jumping onto the enemy and thus doing extra damage (not because of the shadow figure). Also having high ground does give an advantage in combat and there exist flying classes so you could trick around with those.



Not sure if this helps, but thats everything which came to mind.
 

Maybe check out the 2024 Archfey Warlock

Level 3: Steps of the Fey​

Your patron grants you the ability to move between the boundaries of the planes. You can cast Misty Step without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
In addition you get to add a rider effect whenever you cast Misty Step. At 6th level you can use your Reaction to cast Misty Step.

Nothing preventing you from using finesse weapons, especially if you pick up the Pack of the Blade invocations chain.
Unfortunately I'm not aware of any spells/class features that would allow you to reasonably teleport an enemy besides Vortex Warp, which lets you exchange places with a target and isn't on the Warlock spell list.
As for the dropping to gain additional damage, Casting True Strike might be a way to simulate this. Though you may wish to talk to your DM about mechanically teleporting behind the enemy, but theater of the mind saying you dropped down on them
 

Isn’t the Draw Steel Rogue called a Shadow and do just that? Or that could just be what I imagine it would do, haven’t spent time with the game. Might be a place to look.
The Shadow class has three subclasses, one of which, Black Ash, is indeed about teleporting around the battlefield. Nothing about dropping enemies for damage, although I suppose if you also took one of the unarmed kits (Pugilist or Martial Artist), you could reskin your attacks as doing that.
 

Cartographer is the only one that can teleport at-will, I think. Level 3 is fairly stacked for them.

And if your going nightcrawler, thief rogue. They can climb, stab, and use their "tail" to grab things as a bonus action.

Truestrike stacks with sneak attack.
Magic action to create manacles, bonus action to use them is nice synergy.
Manifold tool + Reliable Talent is also great.
Theif attune to an extra item at higher levels works too.

Maybe go artificer 6 for boots of the winding path. The you teleport 10', teleport 10', stab, teleport back 15' every turn, possibly even remain hidden.
And maybe reflavor Fairy Fire as "maked for death" or something.
 

I think I'd build a custom subclass around a Rogue

3rd level
You could use a Quick Step that's 10' per Sneak Attack dice PB per day as Reaction (therefore allowing most Roguey stuff on Bonus). You can use this reaction immediately after initiative is rolled.

Toss in a cantrip like Starry Wisp because it helps track a target, once per short rest Zephyr Strike

9th level
When you use Zephyr Strike you may choose to cast Thunder Step at no additional cost. You can now use Zephyr Strike twice per short rest.
Whenever you use your Quick Step you are Invisible until the end of your turn.

Lots of rapid movement, the ability to be invisible and strike fast with advantage all the time
 

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