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


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I'm fine with a bonus action teleport that doesn't use your movement, or a teleport that uses your movement,
I mean, cartographer IS teleport using your movement. So I'm still not sure why you don't like it.


But if you still provoked opportunity attacks, and require a clear line of effect, then you could probably have unlimited teleport as movement as an origin feat.
Then go monk to be fast, or possibly Wild Hear barbarian.
 

I mean, cartographer IS teleport using your movement. So I'm still not sure why you don't like it.
Because it is funky and idiosyncratic in a way that only really makes sense for a support character, and it is a B tier weapon user at best.
But if you still provoked opportunity attacks, and require a clear line of effect, then you could probably have unlimited teleport as movement as an origin feat.
Then go monk to be fast, or possibly Wild Hear barbarian.
Why? This thread has shown that a less restricted low level at-will teleport with a short range isnt overpowered. Why would i accept a "teleport" that suffers opportunity attacks and requires line of effect? What benefit would that even have? That is worse than "just describe you movement as telporting. At least that idea doesnt cost anything.
 

Because it is funky and idiosyncratic in a way that only really makes sense for a support character, and it is a B tier weapon user at best.
Seems pretty straightforward. You spend movement and teleport.
With a bonu distance to teleport to allies.

Wanting more stabbing i understand.
Why? This thread has shown that a less restricted low level at-will teleport with a short range isnt overpowered. Why would i accept a "teleport" that suffers opportunity attacks and requires line of effect? What benefit would that even have? That is worse than "just describe you movement as telporting. At least that idea doesnt cost anything.
For a rogue, who already spend their level 2 on avoiding OA's, then the upgrade to avoid difficult terrain isn't overpowered.

For a origin feat to avoid all OA's, avoiding difficult terrain, and utility of jumping though keyholes and over chasms, it's a bit much.

It's not "at-will teleport at low levels is broken"
It's "at-will teleport is worth more than 1 level".


Side question... if your holding a 10' rope tied to a rock, and teleport 30' away... what happens?
 
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Seems pretty straightforward. You spend movement and teleport.
With a bonu distance to teleport to allies.

Wanting more stabbing i understand.

For a rogue, who already spend their level 2 on avoiding OA's, then the upgrade to avoid difficult terrain isn't overpowered.

For a origin feat to avoid all OA's, avoiding difficult terrain, and utility of jumping though keyholes and over chasms, it's a bit much.
So dont do it as an origin feat?
It's not "at-will teleport at low levels is broken"
It's "at-will teleport is worth more than 1 level".
No, it isnt. It is in line with what most classes get in their levels 1-3 package, or what a subclass gets at level 3.
Side question... if your holding a 10' rope tied to a rock, and teleport 30' away... what happens?
Up to the dm.
 

I Just Want To Teleport and Stab Things​

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

Nightcrawler
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?

I'm Scurvy Platypus and I approve this message...

So, with that being the case... I'm going to go waaaaaaaay back to the dawn of time (20 years ago) and suggest a BESMd20 product you can still get, dirt cheap... Everstone: Bloodstone Legacy.


You're specifically looking at the "Shadow Magi". They get an ability called "Portal" which costs 2 character points per rank and costs you 2 energy points per rank to cast.
1st rank gets you a max of 30 feet
2nd rank gets you a max of 300 feet
3rd rank gets you a max of 3,000 feet

Additionally, you can get other abilities like Insubstantial (rank 1 pass through paper/cloth, rank 3 through stone/earth), Invisibility, Quick Kill (bonus damage on a surprise attack), and even Wall Walking (spider climb to everyone else)

The system is good at its core but it's 3.0 and Everstone's implementation of BESMd20 is a bit rough around the edges. Still... it's a game that kept drawing me back over the years and since everyone is on the same playing field, nobody feels like they're being left out. Except maybe the War Golem, they're a bit of a one-trick pony and need a bit of help to open up I think.

Everyone buys abilities using Character Points, your class dictates which ones you've got access to. All of your abilities are powered by spending Energy Points. It's a nice compact system and while it's a bit rough of an implementation of BESMd20, it's also waaaaaay easier to understand than BESMd20 was. BESMd20 was a d20-GURPS wannabe; Everstone packaged it all up nicely so that normal folks could actually play.

Apologies if you intended this to be strictly 5e; since it's D&D General..shrug... seems worth offering my 2 cents.
 

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