![]() ![]() However, it would not be "balanced" in terms of utility against most other classes in the game. Will it break the game? Not likely, it is just movement after all and it would be very cool to play. ![]() Most folks when considering "balance" are only really considering doing damage in combat.Ī 30' bonus action teleport at will (essentially Misty Step at will), would be a valuable ability and would be better than many class abilities. However, it gives the character a much more versatile set of movement options. The sentinel feat is only relevant if an attack of opportunity occurs. Even a 15' at will teleport can be extremely useful.ĭoes it let you hit things better? Not really. You can cross and avoid difficult terrain and terrain obstacles - like crossing a pit or climbing a wall (depending on the range). You can escape grapples or being restrained at will. Teleportation is a powerful and useful ability. However, the baseline low level teleportation is the 2nd level spell Misty Step (available at level 3) with a 30' range using a bonus action and preventing the casting of any other spells except cantrips on the same turn. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).Shadow monks get 60' teleport in dim light or darkness at level 6.Ī couple of races and classes get a 1/LR or 1/SR teleport either as a racial trait or as an archetype ability along the way (e.g. The spell's unpredictable magic results in a difficult journey. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. You and your group (or the target object) appear a random distance away from the destination in a random direction. You and your group (or the target object) appear where you want to. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists. "False destination" is a place that doesn't exist. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map. "Viewed once" is a place you have seen once, possibly using magic. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. Echo knight uses your bonus action most turns to either create it or teleport. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb. D&D 5E Temporal Sentinel (Echo Knight/Chronurgy) Build WASDHammer Nov 1. "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. The GM rolls d100 and consults the table. ![]() Your familiarity with the destination determines whether you arrive there successfully. The destination you choose must be known to you, and it must be on the same plane of existence as you. ![]() If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. Monstrous Compendium Vol 3: Minecraft Creatures ![]()
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