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At Will teleporting

When you teleport roll on a wild magic esque teleport chart to see what bad stuff happens. The further the teleport the worse the stuff that can happen is.

You possibly open a doorway for a monster to come to you. Take damage. Etc.
 

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I really don’t see it braking anything as a movement type. As a rogue subclass it would still leave room for a minor benefit imo. It’s on par with spellcasting for arcane trickster, maybe less powerful by a smidge.

Giving a race bonus action teleport of 60 ft has to be on a reset timer, but that’s because it is vastly more powerful than teleporting your normal speed using your movement, bc it’s extra movement that is greater than your normal speed, with a bonus action, on top of bypassing all obstacles.

Take away the added feet of movement all together by restricting it (at least at low levels) to your speed using your movement, and it can be the main part of a rogue or monk lvl3 subclass, or even the lvl1 ability of a warlock patron.

if you’re convinced it’s too powerful, make it less than your speed using your movement. You gain a teleportation speed equal to your walking speed -10ft, or equal to 15ft, or whatever. You can still dash to double that, and monk speed boosts still apply, but it’s much more restricted, and can go up at later levels. On a rogue, it could be feet equal to 5xrogue level, while on a monk it just increases with your normal speed increases.
 
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Hmm, 5e restricts being able to fly all the time ...

Here's a suggestion. Just reskin your normal move speed to a "I *bamf*". See how many times you can' do what you would do with an actual teleport - avoid atacks of opportunity, go thru walls, get to the top of a tall wall, etc.

At the end, either appreciate how much it's a really powerful ability or say that it's nothing special and live with your reskinned walk since it does everything you need.

I'm playing a human (reskinned as a revenant) necromancer and that's how I handle it. It's just his normal walking speed, but when he runs I describe it as that jerky slow to fast movement like that you see ghosts and evil spirits use in movies.
 

Something tells me that you have thought about this before? I like everything about it, but is 1 point of damage per 5ft too steep? Should there not be few freebies in there before it becomes draining like teleport a number of times equal to Int or Wis before taking damage? Or maybe 1 damage per 10ft.
Not with Darkvision, Prehensile Tail, Shadow Bending, and using it after being attacked. Even with the Comical Vistage penalty, that would be too much for a race.
Maybe 1 damage per 10' as a class feature. Though I still worry about longbow users simply teleporting away each time something get's close.

Hmmm... barbarians are melee...
Path of the Planes.

Teleporting to avoid attacks can be a balance issue. Currently, the game is balanced around the idea that you can spend your reaction to make an attack have disadvantage, and that's considered a strong feature. If you can spend your reaction to avoid an attack entirely, then that's probably overpowered, even if it does one damage to you in the process.
It's teleport AFTER the attack. It let's you escape, but not unharmed.

It can be used to avoid multi-attacks on rare occasion, but usually only save a few HP. Like spending 3 HP to avoid an attack that has a 50% chance of doing 10 damage.
And most of the time the other attack just goes to your allies.
 

Teleport at-will is the same thing as a ‘teleport speed’. Several creatures have it at upper tiers. At upper tiers, it seems fine. Just like flight speed seems fine at upper tiers.
 


How cool would it be to have like a Night Crawler type character that could teleport at will? I suppose this would be broken, but is it really more broken than being able to fly?

You mean:

- Negating all Grappled conditions
- Negating all Restrained conditions
- Negating all Prone conditions
- Negating all Attacks of Opportunity
- Negating the Sentinel Feat
- Negating the Mage Slayer Feat
- Negating Battlemaster's control maneuvers
- Negating Cavalier's protection maneuvers
- Negating monster swallowing attacks
- Negating all climbing Athletics movement checks less than 30'
- Bypassing closed doors

Yeah, that is certainly no more broken than being able to move in another axis.

:heh:
 

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