D&D General Looking for a magic item with an effect similar to the word of recall spell

I need a magic item that does a specific thing. I can (and probably will need to) just make one myself, but I really enjoy using pre-made official game content elements where they exist. So I'll explain what I need the item to do, and if you all can think of any item that I haven't that will fit the bill, let me know.

The scenario is there is an NPC who is going to (in disguise) attempt to kill a captive right in front of some people, and then magically get out of there (with a couple accomplices). I don't need any help with a convincing disguise, he just needs an item for a getaway. If there is one that works great, but won't bring accomplices, he might just be able to murder them first.

This character is not a spellcaster, so a spell gem is out. Cubic gate was my first thought, but it's much better if he ends up on the same plane, and in a predetermined location. The location could be as close as maybe 80 or 100 feet, but will be a place the NPC who activated the item won't be able to see when he activates it, and hasn't previously seen.

If it's helpful to know, the item was provided to him by a hag.

The nefarious plan was also made in complete isolation from the existence of the PCs, who the conspirators knew nothing about. It's likely that the PCs or someone else will thwart this plan before it comes to fruition, but that's irrelevant to what I need to figure out.
 

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I can (and probably will need to) just make one myself, but I really enjoy using pre-made official game content elements where they exist.
What edition/version are you playing?

Earlier edition/version content can be used in later according to chronology, but not necessarily the other way around.

If you are playing 5.5e (debuted in 2024), the NPC could have an Enspelled weapon or staff with Word of Recall in it.
 


The Helm of Teleportation seems the obvious choice, if it's not too versatile for your needs.
Hmm, never thought of that one. Although it might be a problem since it wouldn't explain why the captor has been traveling around with the captive for so long when he could have just teleported them to the destination first, lol.

What edition/version are you playing?

Earlier edition/version content can be used in later according to chronology, but not necessarily the other way around.

If you are playing 5.5e (debuted in 2024), the NPC could have an Enspelled weapon or staff with Word of Recall in it.
I'm playing 5.0e, but I'm open to material from any edition. I just want to know if something has done this concept before. I tried looking through the 3.5e Magic Item Compendium and didn't see anything with half an hour of looking, but my eyes were starting to glaze over, and there isn't an index for "things that make you teleport".

If I can't find anything, I'll just go with hags' "weird magic" concept from Volo's Guide to Monsters and say it's a one-off consumable item this guy breaks and it word of recalls him to the hag's lair. It kind of seems like the sort of item that would have come up before in D&D though, doesn't it?
 

3.X Monks could Abundant Step(Dimension Door) at 12th level. Searching for things that Dimension Door yielded Cape of the Monuntebank. Cape of the Mountebank
3.x Dimension Door has a range of 400ft + 40ft/lvl. Should be far enough based on OP description. The puff of smoke would seem to add to the vanishing act effect.

Not sure what level game but if you are talking Cubic Gate and Helm of Teleportation, 12th level might be close. Maybe your would be assassin IS a 12th+ lvl monk and won't need an item. (Assuming 5.x Monk kept the Abundant Step feature.)
 

The rules for crafting wands and potions are surprisingly elusive (at least, I haven’t found them, besides the blurb that says you need the woodworking proficiency)…

So all we’re left with are a smattering of magic item examples in the DMG and elsewhere indicating some specific potions and wands for some specific spells, along with their rarity and attunement requirements, but no rule for how to determine those characteristics for other arbitrary spells. And yet, it seems fairly obvious that it should be allowed to craft wands and potions for other spells than those listed examples.

So all we’re left with is trying to extrapolate implicit guidelines from the prefabricated examples.

In particular, for your example, I believe you would not care if a wand required attunement, as long as it was not attunement by a spellcaster. Some wands with 3rd level spells (e.g., Fireball) require attunement by a spellcaster, while other wands with a 3rd level spell (e.g., Fear) requires just attunement (i.e., by anyone). Wand of Web (2nd level) also requires attunement by a spellcaster. Wand of Magic Missile (1st level) requires no attunement at all.

It is likely reasonable to have a Wand of Misty Step require attunement but not necessarily by a spellcaster.

That being said, the rub with wands is that they offer multiple charges, and you seemed to prefer a single use item. You could devise a "defective wand" that for whatever reason cannot recharge anymore and has only one charge left.

But ultimately, a Potion of Misty Step would probably be simplest and ideal. It does not exist in the DMG, but I would argue more powerful potions do exist so it’s certainly within the envelope of power permissible by potions.

Alternatively, if you really want to stick to preexisting items, you may want to consider other items that may allow for an easy escape without being actually teleportation.

  • Potion of Gaseous Form
  • Potion of Invisibility (what difference is there between that and teleportation? In both cases, you disappear, no one needs to know you’re still there!)… it could be followed up in the next round by a Potion of Flying to get out of there swiftly. Or by a Potion of Water Breathing (and then jump into a lake… maybe even swim to an underwater cave where the hag lives!)

Hope any of this helps!

EDIT: a Ring of Spell Storing is probably the easiest way…!
 
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Hmm, never thought of that one. Although it might be a problem since it wouldn't explain why the captor has been traveling around with the captive for so long when he could have just teleported them to the destination first, lol.
It does require travellers to be willing, so there's that. Alternatively, maybe it's an item the captor had arranged to purchase through a contact, and he's only just been able to reach the seller and pick it up in person.
 

First thing I thought of was when Wizards of the Coast published the rules for playing Diablo II in D&D. Not only did you have rules for things like the town portal to get you back to your home, but they also had some wild magic item tables and items, including potions that restored spell levels when spellcasters drank them.

Not sure if that helps but... if you were looking for something that had been 'published' to update and use. I don't know if you really need written rules if the players are never going to get the item since it will be presumably going with the baddie after the attack.
 

Not an official item but I have used boots of dimension door in some of my games, which allows an attuned user to use dimension door twice per day. It makes a nice "escape hatch" for a bad guy if there is familiar terrain they can use to mask their destination. With both uses they can get 1000 feet away in two rounds, probably unseen by those they left behind. This is not exactly ideal for your scenario as it can only take a willing additional creature.
 

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