• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Teleportation and prone

Here's a gimmick:

Just be sure you are wearing any one of the number of magic items that states you always land on your feet after a fall (like Catstep Boots, or example). Then, when teleporting, just make sure to specify you want to be 5 feet above your desired destination...

BAM! Your on your feet for free.

;)

You win 1 internets.
 

log in or register to remove this ad

Here's a gimmick:

Just be sure you are wearing any one of the number of magic items that states you always land on your feet after a fall (like Catstep Boots, or example). Then, when teleporting, just make sure to specify you want to be 5 feet above your desired destination...

BAM! Your on your feet for free.

;)

It depends on how you interpret this part of the Teleportation rules:

Destination: Your destination must be a space you can occupy without squeezing.

I personally append that text to "...you can occupy without squeezing at the end of your turn.". This prevents being able to teleport up into the air, which introduces many worms in my opinion.
 


Circumvernting climb challenges. Going to save places vs. melee foes. - Not so problematic usually.

It can become problematic with forced teleports as you add extra damage.
Rotating people while teleporting also makes forced teleports too good.

With the feat however i could even imagine a second benefit: when you force teleport someone cou can also knock the target prone.

edit:
For shadow walk and fey step i would allow crawling/rolling through the feywild or shadow ;)
 

From the WotC Rules board FAQ (if desired):
Can you Teleportation from the prone position to an upright position? Teleportation does not remove the prone condition. However your DM might allow you to teleport into the air above the ground in order to use acrobatics to land on your feet. Discussed here.
 

It depends on how you interpret this part of the Teleportation rules:

Destination: Your destination must be a space you can occupy without squeezing.

I personally append that text to "...you can occupy without squeezing at the end of your turn.". This prevents being able to teleport up into the air, which introduces many worms in my opinion.

You can occupy a square in the air at the end of your turn, although the situation where you WOULD be is only if you're falling far enough that you're still falling at the end of the turn.
 

You can occupy a square in the air at the end of your turn, although the situation where you WOULD be is only if you're falling far enough that you're still falling at the end of the turn.

True, but you didn't choose to be there; game physics required it.
 

Into the Woods

Remove ads

Top