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

Shadow Monk seems like what you are after, though a Shadar-Kai Archfey Bladelock would also fit.
It explicitly isn't.
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.
Comprehensive! THank you.
Maybe check out the 2024 Archfey Warlock
This makes me feel like you didn't read the OP.
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.
I will have to reread the OP to figure out where you got the idea that I want to teleport enemies. I probably worded something vaguely. Anyway, not a thing I'm trying to do.

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.
While at a mid to high level that would mostly do the thing, at low level it would not at all do the thing, which makes it not particularly appealing.
 

log in or register to remove this ad


I don't know if it's valid for 5.24, but 5e has a Warlock invocation you can pick up at 7th level: Unrelenting Hex.
Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.

If you want lots of teleportation, Horizon Walker is the gold standard, but it doesn't come online until level 11, which is halfway through the game.
 

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?

Does it have to be literal teleportation? Maybe I'm a little too old school, a little too RBDM, or a little too boring, but the idea of "low level teleportation" feels like it should be an oxymoron. That's high level magic and lot's of power you're playing with; the exact opposite what I consider low level play.

But something that seems like teleportation to the enemy, OTOH... That's the sort of thing I can get behind. Back in 3.5e I played a character based around the Hide In Plain Sight ability. He could use magic-backed stealth to sneak up right next to an enemy, delivery a powerful blow (that made him highly visible), then go back into stealth mode and sneak away. From the target's POV, it was essentially indistinguishable from the tactics you describe.

At the time, I did this with a Str and Int based Rogue, moving in to the Assassin PrC. I don't know exactly how to copy it in 5e, but I'm thinking a Rogue using Eldritch Adept to get some Warlock enhanced stealth is where I would start. Or maybe just straight Warlock.
 

If you want lots of teleportation, Horizon Walker is the gold standard, but it doesn't come online until level 11, which is halfway through the game.
i would not call level 11 halfway through the game. Most campaigns never go over level 7. And only a really small percentage go over level 11. So level 11 is more like "endgame".


Also even from the experience, apart from the really fast levels 1 and 2, levels 3-7 (or 9?) take quite a bit longer than levels afterwards.


Even with 5.24 which has level 3 as recommended starting level level 11 will be rare.


While at a mid to high level that would mostly do the thing, at low level it would not at all do the thing, which makes it not particularly appealing.

Which level explicitly do you have in mind?

I ask because I just looked some 4e stuff up. When you are a hybrid assassin (shadow) Warlock (binder) you can take on level 1 the hybrid talent feat gor shadow step then you have

- with shadow step at will 3 square (4/5 at 11/21) teleport as a move action, but must teleport from next to a creature to next to a creature.

- Shadow Warp this this does "slide 3" not teleport but from the name and flavour its really close (i mean you move in your shadow or let ab enemy move in its shadow) whenever you kill a target or a target next to you dies.

- As the assassin at will you could take "ninja to rush" an attack which can be used for charging with a shortsword (light blade) and automatically grants combat advantage if you jumped, fell or were flying this turn.

- As Race I would take pixie for the flying part it also has perfect stats with dex and cha. (Eladrin would give int + dex (or cha) and another once per encounter teleport but I think flying is better for your goal)

- As character theme you could choose spellscared harbringer. This lets you teleport an additional 2 squares once per encounter as a minor action (so this + shadowstep gives 5 square teleport)

This is on level 1.

On level 2 you can take a teleport 3 encounter utility from warlock.

On level 3 an encounter power from assassin which teleports 5 squares and lets you attack

At level 4 you could get with sorcerer multiclass "teleporting strike" whighketw you from range attack a target and then teleport next to it and attack it with a weapon

Alternatively you could get a familiar with 1 feat (as an arcane class) and with a 2nd feat get a teleport when you set your familiar to active. (2 feats can also be taken later level 6 and 8)

On level 5 a warlock daily letting you teleport and deal area damage qround where you go fron and where you go to.

At level 6 a reaction from assassin which teleports and makes invisible.

Level 7,9,10 etc. There sre also some teleport powers.

So there is a lot of potential teleporting going on.
 

i would not call level 11 halfway through the game. Most campaigns never go over level 7. And only a really small percentage go over level 11. So level 11 is more like "endgame".
I guess that depends on who you're playing with. I've spent more time as a DM between levels 15-20 than I have at levels 10-14.
 

Does it have to be literal teleportation? Maybe I'm a little too old school, a little too RBDM, or a little too boring, but the idea of "low level teleportation" feels like it should be an oxymoron. That's high level magic and lot's of power you're playing with; the exact opposite what I consider low level play.
I dont consder teleportation inherently high level magic or lots of power. Level 3 at the latest.
But something that seems like teleportation to the enemy, OTOH... That's the sort of thing I can get behind. Back in 3.5e I played a character based around the Hide In Plain Sight ability. He could use magic-backed stealth to sneak up right next to an enemy, delivery a powerful blow (that made him highly visible), then go back into stealth mode and sneak away. From the target's POV, it was essentially indistinguishable from the tactics you describe.

At the time, I did this with a Str and Int based Rogue, moving in to the Assassin PrC. I don't know exactly how to copy it in 5e, but I'm thinking a Rogue using Eldritch Adept to get some Warlock enhanced stealth is where I would start. Or maybe just straight Warlock.
All good build ideas, just not for a nightcrawler build.
Which level explicitly do you have in mind?
1-3, to have some amount of at will teleportation, at least half your movement or 15ft, with no weird caveats like boots of the winding path or creature to creature (it drove me nuts that as an assassin in 4e i had to have multiple other creatures around in order to do a core feature)
I ask because I just looked some 4e stuff up. When you are a hybrid assassin (shadow) Warlock (binder) you can take on level 1 the hybrid talent feat gor shadow step then you have

- with shadow step at will 3 square (4/5 at 11/21) teleport as a move action, but must teleport from next to a creature to next to a creature.

- Shadow Warp this this does "slide 3" not teleport but from the name and flavour its really close (i mean you move in your shadow or let ab enemy move in its shadow) whenever you kill a target or a target next to you dies.

- As the assassin at will you could take "ninja to rush" an attack which can be used for charging with a shortsword (light blade) and automatically grants combat advantage if you jumped, fell or were flying this turn.

- As Race I would take pixie for the flying part it also has perfect stats with dex and cha. (Eladrin would give int + dex (or cha) and another once per encounter teleport but I think flying is better for your goal)

- As character theme you could choose spellscared harbringer. This lets you teleport an additional 2 squares once per encounter as a minor action (so this + shadowstep gives 5 square teleport)

This is on level 1.

On level 2 you can take a teleport 3 encounter utility from warlock.

On level 3 an encounter power from assassin which teleports 5 squares and lets you attack

At level 4 you could get with sorcerer multiclass "teleporting strike" whighketw you from range attack a target and then teleport next to it and attack it with a weapon

Alternatively you could get a familiar with 1 feat (as an arcane class) and with a 2nd feat get a teleport when you set your familiar to active. (2 feats can also be taken later level 6 and 8)

On level 5 a warlock daily letting you teleport and deal area damage qround where you go fron and where you go to.

At level 6 a reaction from assassin which teleports and makes invisible.

Level 7,9,10 etc. There sre also some teleport powers.

So there is a lot of potential teleporting going on.
Not really lookimg to play 4e. I loved 4e for many years, but it is too fiddly and overengineered for mg tastes now. But i appreciate the thoughts. Assassin|Warlock was a very cool build, especially mixng in hexbladw or binder stuff and executioner stuff.

I played an executioner|thief with bits stolen from assassin and rogue, and it was super fun.
 

While at a mid to high level that would mostly do the thing, at low level it would not at all do the thing, which makes it not particularly appealing.
You can at-will teleport and stab (with Truestrike) at level 3 (Cartographer). With a +1 weapon. Vortex Warp is also on the artificer spell list at 5.

Then scale with sneak attack. Thief seems most appropriate IMO (teleport up a wall), but any rogue subclass will work.

Misty Step also takes level 3, so it's not coming online any later than any other class.


Cartographer + Bladesinger could also go well together. Multi-attack with Int, and access to Vortex Warp and dimension door. Though that comes online later.
 
Last edited:

You can at-will teleport and stab (with Truestrike) at level 3 (Cartographer). With a +1 weapon. Vortex Warp is also on the artificer spell list at 5.

Then scale with sneak attack. Thief seems most appropriate IMO (teleport up a wall), but any rogue subclass will work.

Misty Step also takes level 3, so it's not coming online any later than any other class.


Cartographer + Bladesinger could also go well together. Multi-attack with Int, and access to Vortex Warp and dimension door. Though that comes online later.
Dude the Cartographer is teleporting 10ft unless its to a spot next to a creatute carrying an atlas. that is not a "nightcrawler" build.

And cartogropher/thief literally takes until 6, so...what is thief even bringing to it?

Like that weird teleport power can be fun, but for a "teleporting swashbuckler" type character it is just not doing it.
 

You can at-will teleport and stab (with Truestrike) at level 3 (Cartographer). With a +1 weapon. Vortex Warp is also on the artificer spell list at 5.
If we're focusing on teleporting as a gimmick, Cartograph does seem to be the way to go. Use the subclass's Mapping Magic to teleport in, stabby stab with True Strike, then use your Boots of the Winding Path (thanks to Replicate Magic Item) to teleport out.

Mechanically, all that teleporting is just a fancy way of emulating a Rogue doing a Cunning Action Disengage. You're not getting surprise bonuses or anything. But if that's the flavor you want, and your DM is willing to narrate accordingly, this is a pretty good way of achieving it.

Edit for crossposting: If you want a true Nightcrawler build... I fear you may need to pick up a superhero RPG system. D&D is D&D, and things have to fit into at least a vaguely D&D shaped and sized box.
 

Enchanted Trinkets Complete

Recent & Upcoming Releases

Remove ads

Top