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

Wasn't that the forbidden edition whose name shall never mentioned (except all the times it does?) ;)
Meh. It's not my favorite edition of D&D by far, but it's still my favorite WotC edition.

I may not have liked it because of all of the AD&D and 3.X character concepts it invalidated at launch and then never managed to support-- but like every edition before it, the characters that people loved playing in Fourth should still be playable in Fifth. (Don't @ me. If you disagree, your opinion is bad and you should feel bad, regardless of which edition you support.)

I must admit, sometimes I like the idea of teleport being something reserved more for the Paragon Tier of D&D for my sense of "verisimilitude" or whatever emotion that is. But dang, it's so much fun to zap around the battlefield, why force people to wait to have fun?
Honestly? I don't think being able to teleport as far and as fast as normal people can run is... all that damaging to the verisimilitude of a grounded fantasy setting. It's not something that's going to render a living world or a pre-industrial civilization as unrecognizable as, say, low-level healing magic. Cure light wounds and remove disease 1/day or even 1/week makes a world far more fantastic than being able to cast misty step at will ever could.

Teleport is Paragon magic; it's the same spell level as raise dead for good reason.

In my games, when I'm doing my homebrew settings with homebrew classes and ancestries, the character @doctorbadwolf wants to play is just called an elf. Elves can teleport farther and walk faster as they level up, more or less regardless of class.
 

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In my games, when I'm doing my homebrew settings with homebrew classes and ancestries, the character @doctorbadwolf wants to play is just called an elf. Elves can teleport farther and walk faster as they level up, more or less regardless of class.
Fey step:
Elves can teleport as Bonus action up to 50ft+10ft per level.
they can split that distance in as many instances but each instance must use atleast 5ft of distance.
 

Meh. It's not my favorite edition of D&D by far, but it's still my favorite WotC edition.

I may not have liked it because of all of the AD&D and 3.X character concepts it invalidated at launch and then never managed to support-- but like every edition before it, the characters that people loved playing in Fourth should still be playable in Fifth. (Don't @ me. If you disagree, your opinion is bad and you should feel bad, regardless of which edition you support.)
Youre and you should say it.
Honestly? I don't think being able to teleport as far and as fast as normal people can run is... all that damaging to the verisimilitude of a grounded fantasy setting. It's not something that's going to render a living world or a pre-industrial civilization as unrecognizable as, say, low-level healing magic. Cure light wounds and remove disease 1/day or even 1/week makes a world far more fantastic than being able to cast misty step at will ever could.
Yep.
Teleport is Paragon magic; it's the same spell level as raise dead for good reason.
Agreed.
In my games, when I'm doing my homebrew settings with homebrew classes and ancestries, the character @doctorbadwolf wants to play is just called an elf. Elves can teleport farther and walk faster as they level up, more or less regardless of class.
Nice.

Short range teleporting is nbd. I would say, assuming a new class ratger than a rogue subclass,

Variant Monk, Int rather than Wis, replace step of the wind and unarmored movement with:

Blink Step. You move in and out of the ethereal plane at will. You gain a teleport speed, equal to your speed. As a bonus action you can take the Dash Action. You cannot use this feature if you are wearing medium or heavy armor, or are encombered.

Id also work in the ability to use a shield or fight with a weapon and one hand empty and gain some bonus for doing so.

(imo the monk should have a higher martial arts due when totally unarmed, and higher AC when armed with a monk weapon)

Replace flurry of blows with using a BA to add Int mod force damage to your attack, spend discipline to make the extra damage be an aoe that only hits enemies.

Level 5 you trade stunning strike for Thunder Step, and the ability to deal extra damage whenever you attack after teleporting.

Weapons would be similar to monk but include all finesse weapons.

Either that or the shadow assassin.

I also like tge idea of a spell or ability to teleport and deal lightning damage to every creature in a line between your start and stop point.
 

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