The destination you choose must be known to you, and it must be on the same plane of existence as you. Teleporter spells that require 1 action to cast, teleport you, are instantaneous, and do not require material components or concentration may be cast as a bonus action. People dream up conspiracy theories to help make sense of things. By level 17, you can shift so far out of the current plane that sometimes your movement creates an afterimage that materializes as a solid double.

You and your group (or the target object) appear where you want to. You know three 1st-level spells of your choice from the sorcerer spell list. As part of any action, you may attempt this by spending 14 teleport points and making a DC 23 Charisma saving throw. Len Lakofka, one of the earliest and most influential contributors to Dungeons and Dragons, has passed. You regain all expended spell slots when you finish a long rest. A variant on the conjurer subclass is probably the easiest way to do this mechanically - one feature to let you cast personal conjuration spells as touch spells, and one to let you exclude yourself from teleport spells. Click to share on Facebook (Opens in new window), Click to share on Pinterest (Opens in new window), Click to share on Pocket (Opens in new window), Click to share on Reddit (Opens in new window), Click to share on Tumblr (Opens in new window), Click to share on Twitter (Opens in new window), Click to share on LinkedIn (Opens in new window), Click to share on Skype (Opens in new window), Click to share on Telegram (Opens in new window), Click to share on WhatsApp (Opens in new window), Click to email this to a friend (Opens in new window), Appendix PH-B: Fantasy-Historical Pantheons. Choose between the Warp Slayer, Blurred Brawler, or Plane Manipulator, all detailed at the end of the class description. You can commit a new sigil sequence to memory after studying it for 1 minute. You must log in or register to reply here. Is this power to be used sparingly or is it the perfect tool for minor pranks? You use your Charisma whenever a spell refers to your spellcasting ability. And so it begins… Fortiter Games has a website. You use the same Spellcasting Abilty rules from Shifted In The Planes when you cast a sorcerer spell, including using your Charisma for your spellcasting ability, saving throw DC, and when making an attack roll. You can only create a permanent circle in this way once every 10 days, or the spell automatically fails and the spent teleport points remain spent.

Post was not sent - check your email addresses! On a successful save, you redirect the spell to target a different creature or point (as appropriate to the spell) that you can see within range, causing the same effect but dealing only half the damage as force damage (i.e, Fireball would have the same DC, same range, but deals 8d6/2 force damage on a failed save), then the spell ends. Embracing the moments afforded them by this gift (or curse), they find themselves at home wherever and whenever is necessary.

Please report any errors and/or omissions. Beginning at 6th level, you learn how to strike an opponent’s body to cause maximum pain. 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. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Privacy Statement.Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All proper names, locations, characters, artwork, graphics, and trade dress.Open Game Content: The SRD text on this website is Open Game Content, and is licensed for public use under the terms of Open Game License version 1.0a. Suddenly the dwarf is standing in front of him and delivering two furious blows into the large goblinoid’s solar plexus, the force of the strikes blowing holes in the back of the bugbear’s makeshift throne. the caster is sending an agent somewhere that a TC couldn't already be, while the caster stays well away from the location). Dungeons & Dragons / Fantasy D20 Spotlight. “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. On a successful save, for each spell within 120 feet of you, and for each spell that is cast or enters within 120 feet of you until the end of your next turn, roll a d20. This combat style uses disappearing acts to take advantage of the enemy from behind and strike decisively. All other magical effects are likewise susceptible to disruption by this feature. If it's only willing creatures, then I don't see any issues. The way in which you connected to the magics of all the planes is important to your existence moving forward. Starting when you choose this style at 3rd level, you can add your Charisma modifier to your AC, Dexterity score, and Proficiency bonus while wearing no armor. Starting when you choose this style at 3rd level, your arcane research and innate magical skills give you an aptitude for sorcerery.

When you choose this combat style at 3rd level, you can inflict extra damage on melee attacks following a warp. On a failed save, you make the attack with advantage. You cast teleporter spells innately without the need for an arcane focus. You gain access to the sorcerer spell list and cast sorcerer spells using the general rules of spellcasting instead of Shifted In The Planes. Where did your powers come from? At level 6, you can spend 4 teleport points to make your weapons deal force damage for 1 minute. The best defense is to not even be there. If a creature is holding or wearing the object, they must succeed on a Dexterity saving throw or the object is teleported. 60 ft. (cannot be affected by Range Extension). He shouts and the entire battlefield begins to shift slightly, the breath of the dragons fizzling out before their targets can be overrun, and the half-elf breathes heavy as blood trickles down his nose. In addition, healing effects with a range of touch automatically fail, and all other healing effects restore half the number of Hit Points they normally would. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. If the roll is 10 or higher, the spell fails. To cast one of your teleporter spells of 1st level or higher, you expend teleport points instead of spell slots. Hit the whole party at once and if they all fail the will save there will be nothing they can do to get out of it. Walking through the planes, whether as a source of mischief or order, good or evil, they always keep moving. You can never have less than 0 teleport points.

Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled.

However, you can spend more points than you have at a penalty: for every 2 teleport points over the amount actually expended to cast a spell (if the difference is 1 point, treat it as if it's 2), you gain a level of exhaustion after your spell is cast.

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. 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. He rains fireballs on his foes, teleports groups of allies behind the enemy for a pincer attack, and even teleports a few enemies into the trees on the field. At 20th level, you gain the ability to teleport entire regions of space. The arcane magics so deftly weaved into themselves, it is more of a muscle than an art to advance as they do, and they do enjoy advancing. Make a Charisma saving throw. If the other side is not within the spell's range, the spell fails, and the casting is lost. As rare as they are, teleporters sharing a common goal is even rarer.

When you gain a level in this class, you can choose one of the spells you learned from this feature and replace it with another conjuration or transformation spell, which also must be of a level of up to your Spell Level Known. The Teleporter Spell Costs table shows how many points these spells cost by level. The slaad stands over the small gnome and chuckles as it reaches for the little woman.

“Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map. As a Teleporter you gain the following class features. Concentration spells still depend on your concentration. Space is at the fingertips of the teleporter and they move through it as if it didn’t truly have laws. On a failed save, nothing happens and all spent teleport points remain spent. Would you have refused this power if you could, or wish you could return it now? Delving into magical research, users of this style gain access to conventional spells and learn advanced techniques to impose their spatial will on others. Do you want to connect more deeply with these magics or use them to augment your physical abilities? A dwarven man in traveling clothes takes a battle stance, his clawed gauntlets shining in the light. You start with the following equipment, in addition to the equipment granted by your background: You feel the effects of being out of phase with the planes, and can instinctively use teleporter spells. Hit Dice: 1d8 per Teleporter level is owned and coded by Fortiter Games. The designated creature is considered the spell caster whenever the spell effect normally refers to you, with the same exceptions as described in the Friendly Phasing feature. When you multiclass into the teleporter class, you gain the following proficiencies: simple weapons, martial glove weapons, light armor. Gifted by a deity to explore the planes? Is your goal to learn about all the planes or simply to explore with an adventurer’s heart? If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

Off Target.

Have you only shifted in your own plane, perhaps zoning out during a leisurely stroll only to appear at your destination many miles away? 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 implemenls as your laboratory.

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