5E Low Level Teleportation

Coroc

Adventurer
I hate that teleportation and flying is not purely optional. Combat abilities like misty step or so could have been handled differently also while achieving the same result.
 

TwoSix

The hero you deserve
I wonder if making the teleport an upgrade of the Dash action would be feasible. Something like "When you take the Dash action, you may choose to teleport as any part of your movement during this turn, as long as you have line of sight to where the movement ends." That would prevent a lot of "ready my action to dodge the fireball" shenanigans, as readying a Dash doesn't do anything. (Technically, Dash doesn't make you move, it simply increases your speed. You can either move or take an action as a readied action, but not both.)

You'd want to give something like Rogue's Cunning Action to the hypothetical teleport class, to allow Dash as a bonus action. A rogue dip would be too tempting otherwise.

This could make for an actual real use for the Charger feat!
 

Lanefan

Victoria Rules
One wrench I'd probably throw in, were something like this to ever arise in my game, is some sort of risk of failure if such an ability was used in the heat of combat or under other extreme duress. Combat is chaotic: it's hard to tell where every participant will be at all times and-or whether you'll be engaged or not when you try to teleport.

Might go something like this: you have to pre-declare that you'll be teleporting before the start of the round and give a general idea as to your destination, then when your init. comes up and you try to do it there'd be a roll (with ease or difficulty determined by circumstance at the time, sometimes it'd be auto-success and - more rarely - auto-fail) to see if anything's now occupying your intended destination, with failure on the roll indicating your teleport failed and you stay where you are.

An example: your intention is to teleport behind a foe and backstrike/sneak-attack. When your init. comes up you roll for success as it's always possible your target stepped backward just at the wrong moment and occupied your arrival point.
 

doctorbadwolf

Heretic of The Seventh Circle
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One wrench I'd probably throw in, were something like this to ever arise in my game, is some sort of risk of failure if such an ability was used in the heat of combat or under other extreme duress. Combat is chaotic: it's hard to tell where every participant will be at all times and-or whether you'll be engaged or not when you try to teleport.

Might go something like this: you have to pre-declare that you'll be teleporting before the start of the round and give a general idea as to your destination, then when your init. comes up and you try to do it there'd be a roll (with ease or difficulty determined by circumstance at the time, sometimes it'd be auto-success and - more rarely - auto-fail) to see if anything's now occupying your intended destination, with failure on the roll indicating your teleport failed and you stay where you are.

An example: your intention is to teleport behind a foe and backstrike/sneak-attack. When your init. comes up you roll for success as it's always possible your target stepped backward just at the wrong moment and occupied your arrival point.
i really do not like mechanics like this. The game pretty much never does this sort of thing, and I would rather keep it that way.
 

TheCosmicKid

Adventurer
Might go something like this: you have to pre-declare that you'll be teleporting before the start of the round and give a general idea as to your destination, then when your init. comes up and you try to do it there'd be a roll (with ease or difficulty determined by circumstance at the time, sometimes it'd be auto-success and - more rarely - auto-fail) to see if anything's now occupying your intended destination, with failure on the roll indicating your teleport failed and you stay where you are.
Not in 5E. At most, use a simple success-failure skill check here, just like if the character had tried to run across a narrow beam or climb a swinging rope ladder or whatever. There is no reason to add a whole new pre-declaration step to the round structure for this one particular type of movement when we don't use it for any other type of movement -- or any action at all.
 

Stormonu

Hero
In combat teleportation isn’t much of a problem. It’s the out-of-combat usage that gets to be problemati, and that’s something 4E could never grasp with the likes of Eladrin.
 

doctorbadwolf

Heretic of The Seventh Circle
In combat teleportation isn’t much of a problem. It’s the out-of-combat usage that gets to be problemati, and that’s something 4E could never grasp with the likes of Eladrin.
Care to elaborate? I never experienced any issues with Eladrin.
 

Stormonu

Hero
Things like teleporting to the other sides of locked doors, prison cells, cavern chasms and otherwise reaching areas that trivialize travel issues or create problems for the DM by accessing areas that may have been considered “off-limits”. Flight introduces similar issues, but teleportation compounds it as it can also bypass physical barriers.
 

Lanefan

Victoria Rules
i really do not like mechanics like this. The game pretty much never does this sort of thing, and I would rather keep it that way.
Fair enough, but I don't like guaranteed successes where such wouldn't make sense, so how else would you remove the guarantee?
 

Lanefan

Victoria Rules
Things like teleporting to the other sides of locked doors, prison cells, cavern chasms and otherwise reaching areas that trivialize travel issues or create problems for the DM by accessing areas that may have been considered “off-limits”. Flight introduces similar issues, but teleportation compounds it as it can also bypass physical barriers.
What's being proposed here seems to require line of sight. Yes there'd be some cases where it would bypass barriers (e.g. barred cells where you can see inside, or portcullises (portculli?), or narrow chasms where you can see across) but you wouldn't be able to use it to blip through a wall or door so some of those issues go away.

A corner case that'd need a ruling would be where you can see your target arrival point but there's an invisible barrier such as a wall of force in the way. (personally I'd allow it unless the invisible barrier was actually at your intended arrival point, in which case things could get messy :) )

Another corner case that'd inevitably arise would be what happens if someone tries to arrive on a moving surface e.g. the deck of a ship, the back of a horse or other large animal, or the branch of a tree swaying in the wind. (personally I'd advise that the PC would know this is risky then if they still want to try it, they're at risk)

EDIT TO ADD: another consideration is whether the teleporter can carry someone else. If yes then breaking people out of jail becomes a triviality; that alone would be enough to make me rule no.
 

doctorbadwolf

Heretic of The Seventh Circle
What's being proposed here seems to require line of sight. Yes there'd be some cases where it would bypass barriers (e.g. barred cells where you can see inside, or portcullises (portculli?), or narrow chasms where you can see across) but you wouldn't be able to use it to blip through a wall or door so some of those issues go away.

A corner case that'd need a ruling would be where you can see your target arrival point but there's an invisible barrier such as a wall of force in the way. (personally I'd allow it unless the invisible barrier was actually at your intended arrival point, in which case things could get messy :) )

Another corner case that'd inevitably arise would be what happens if someone tries to arrive on a moving surface e.g. the deck of a ship, the back of a horse or other large animal, or the branch of a tree swaying in the wind. (personally I'd advise that the PC would know this is risky then if they still want to try it, they're at risk)

EDIT TO ADD: another consideration is whether the teleporter can carry someone else. If yes then breaking people out of jail becomes a triviality; that alone would be enough to make me rule no.
Still gotta get in and out without getting caught.
 

Lanefan

Victoria Rules
I wouldn’t, any more than I’d require a check to successfully disengage, dash, etc.
In that case this would immediately become ripe for abuse, particularly in combat.
Still gotta get in and out without getting caught.
True, though the cell itself becomes meaningless as do any other barred barriers en route.
 

TwoSix

The hero you deserve
What's being proposed here seems to require line of sight. Yes there'd be some cases where it would bypass barriers (e.g. barred cells where you can see inside, or portcullises (portculli?), or narrow chasms where you can see across) but you wouldn't be able to use it to blip through a wall or door so some of those issues go away.
Line of sight would be a definite requirement. Moving to somewhere you can't actually physically see should be a high level ability, aided by scrying or clairvoyance or such.

A corner case that'd need a ruling would be where you can see your target arrival point but there's an invisible barrier such as a wall of force in the way. (personally I'd allow it unless the invisible barrier was actually at your intended arrival point, in which case things could get messy :) )
I think the most common D&D narrative is that you do short-range teleport by entering another plane briefly, and then popping back out, since the planes don't really connect in a Euclidean fashion. Since Wall of Force blocks etheral travel, I'd probably say it blocks the teleportation effect too. But that's really a "how does your campaign cosmology work" question, not a balance question.

Another corner case that'd inevitably arise would be what happens if someone tries to arrive on a moving surface e.g. the deck of a ship, the back of a horse or other large animal, or the branch of a tree swaying in the wind. (personally I'd advise that the PC would know this is risky then if they still want to try it, they're at risk)
Acrobatics checks seem apropos here, like in most cases where you want to see if the PC is going to fall on their ass.

EDIT TO ADD: another consideration is whether the teleporter can carry someone else. If yes then breaking people out of jail becomes a triviality; that alone would be enough to make me rule no.
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Thunder step lets you bring along one willing passenger as a 3rd level spell, so it would make sense as a limited Tier 2 feature for this hypothetical class, and an unlimited Tier 3 feature.

Besides, a teleporter should have no fear of jail; the inability to be bound is literally the power fantasy that playing a teleporter is aimed at! And even so, all it takes to control a known teleporter is a blindfold.
 

doctorbadwolf

Heretic of The Seventh Circle
In that case this would immediately become ripe for abuse, particularly in combat.
True, though the cell itself becomes meaningless as do any other barred barriers en route.
Yep, all obstacles have abilities that can bypass them, IME.
As for abuse, moving without getting attacked isn’t abuse, it’s the point.
 

Hawk Diesel

Adventurer
I mean, considering what a low level teleport does, I imagine it requires line of sight and would prevent attacks of opportunity. Right off the bat this just seems like reskinning a rogue's cunning action disengage or the mobile feat when you move after an attack. That's simple enough.

Adding a 3rd dimension to the teleport to reach higher or lower places seems equivalent to reskinning the jump spell, with the jumper simply disappearing and reappearing where he would land.

So far we are achieving the desired teleport effect with existing mechanics available to low level characters.

The more difficult aspect to achieve is escaping grapples, manacles, or barriers like a jail cell. This can be achieved via misty step, and such circumstances are typically so situational that I don't imagine it would be needed more than once a short rest, which is also a mechanic available at fairly low levels via spell or racial feature.

Given that, it seems everything I can think of is already readily available to relatively low level characters until the bigger options become available at level 6 and beyond.
 
Unless that teleporting character can take the rest of the party with him it's not the end of the world. It's not that different from, say, Alter Self and water breathing, or flying as mentioned. The first time someone teleports through a gate and then gets shanked by something players will start remembering that there is safety in numbers. Locked doors, height, and water and whatnot are often used to gate areas and while clever PCs can circumvent those gates that doesn't mean it's a good idea.
 

Blue

Ravenous Bugblatter Beast of Traal
Okay, I kinda hate that 5e doesn’t have a class or subclass that can teleport frequently/at will before level 6.
How much of the power budget of a subclass would that take up?
From a world-building perspective, I am glad this doesn't exist. When it did in 4e there was a lot of discussion oh this invalidates much architecture in protection from theft, in defense, and in other ways.
 
Needing line of sight cuts down on the shenanigans, especially if you're firm on actual line of sight, not sight gained from another source (like familiars, or, heaven help us, arcane eye). Limited distance also helps curb peoples larcenous enthusiasm.
 

doctorbadwolf

Heretic of The Seventh Circle
From a world-building perspective, I am glad this doesn't exist. When it did in 4e there was a lot of discussion oh this invalidates much architecture in protection from theft, in defense, and in other ways.
This always confuses me. PC classes are rare. Oddball classes even more so.
 

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