Poof! Just like that, I was whisked away from a dragon’s den to the comfort of my own wizard’s tower.
Thank the Dungeon and Dragon (DND) gods for the teleport spell.
Here is what you need to know about teleport in DND:
In DND, teleport is a spell of the conjuration school and is accessed at the 7th level. It has a casting time of 1 action. This spell grants the ability for the magic-user and a maximum of eight agreeable beings within a 10-foot range to transport to a familiar location.
Whether you’re a seasoned spellcaster or a beginner wizard, this article will illuminate everything you need to know about teleport in DND.
What Is Teleport in DND? (Full Explanation)
Teleportation is a magical ability that allows one to traverse vast distances in an instant.
In DND, teleportation is not simply a mode of travel but a strategic tool, a lifesaver, and a potential source of unpredicted mishaps.
The teleport spell, in particular, is a magical incantation that instantaneously whisks you and, if you so choose, up to eight consenting beings within your line of sight, or a solitary object within sight, to a known location.
The location you select to teleport to should be familiar to you, and it has to exist within the same dimensional plane as your current location.
In the hands of a skilled spellcaster, teleport can be a game-changing spell.
However, it is not without its risks and complications.
The success of a teleportation spell is determined by several factors, including familiarity with the destination, the accuracy of the description or the mental image, and the inherent risks of teleportation.
Teleport Spell Stats
This table outlines the key attributes of the teleport spell in DND:
|Teleport Spell Attribute||Details|
|Casting Time||1 action|
|Classes||Wizard, Bard, Sorcerer|
Understanding the mechanics of the teleport spell is crucial for any adventurer.
Let’s break down the essential statistics of the teleport spell.
- Level. Teleport is a 7th-level conjuration spell. This means that a spellcaster must have access to 7th-level spell slots to cast teleport.
- Casting Time. The casting time for teleport is 1 action. This means that it can be cast during a spellcaster’s turn in combat.
- Range/Area. The range of the teleport spell is 10 feet. This refers to the radius within which the spellcaster can teleport willing creatures or objects.
- Duration. The duration of teleportation is instantaneous. As soon as the spell is cast, the teleportation occurs.
- Components. The components required for teleport are verbal. This means the spellcaster must speak the incantation aloud.
- School. Teleport belongs to the School of Conjuration. This branch of sorcery centers on the conveyance of beings and items across distances, relocating them from one place to another.
Types of Teleport Spells
There are different types of teleportation spells in DND, each with its own unique properties and uses.
Here are some of the most notable ones:
- Teleport. The standard teleport spell allows you to instantly transport yourself and a group of no more than eight consenting beings (or a solitary item) to a previously known location.
- Mass Teleport. This powerful variation of the teleport spell allows you to transport a larger number of creatures. The specifics of this spell, including the number of creatures you can teleport, can vary depending on the edition of DND you are playing.
- Planar Beast Teleport. This unique form of teleportation involves harnessing the abilities of certain planar beasts, like blink dogs or phase spiders, who can naturally teleport.
- Short-Range Teleport. Spells like Misty Step or Dimension Door allow for shorter-range, but often more precise, teleportation. These are often lower-level spells, making them accessible earlier in a character’s progression.
- Teleportation Circle. This is a 5th-level conjuration spell that creates a circle that allows for precise teleportation to another teleportation circle with which you are familiar. It’s a more stable but less flexible form of teleportation.
How Does Teleport Work?
Teleportation is not a foolproof process in DND.
The effectiveness of the teleport spell relies heavily on the caster’s familiarity with the destination.
Let’s look into the quirky mechanics of how teleport works in DND.
Rules: Think of the teleport spell like a magical bus ride. You can take yourself and up to eight friends (they have to want to go, though) to any place you’ve been before.
The only catch is, the place you’re going to has to be in the same reality or dimension as you.
Familiarity: Familiarity refers to how well you know the location you want to teleport to. This affects the accuracy of your teleportation.
There are four levels of familiarity: “Very Familiar,” “Seen Casually,” “Viewed Once,” and “Description.” The more familiar you are with the location, the less likely you are to experience mishaps.
On Target: If your teleportation is on target, you and the other teleported creatures or objects arrive exactly where you intended.
Off Target: If your teleportation is off target, you and the other teleported creatures or objects arrive in a random location that is up to 1d10 x 1d10 off target.
Mishap: A mishap means you and any other creature or object being teleported suffer force damage equivalent to the roll of three ten-sided dice (3d10), and the Dungeon Master rolls again on the table to determine your new, unpredictable destination.
This could be somewhere random or potentially hazardous.
Who Can Use Teleport in DND?
Teleport is a 7th-level spell, which means it’s typically available to higher-level spellcasters.
Classes that can potentially use the teleport spell include:
- Wizards. As primary arcane casters, Wizards have access to a wide array of spells, including teleport.
- Sorcerers. Depending on their bloodline and chosen spells, Sorcerers might also have access to teleport.
- Bards. Bards of the College of Lore can choose spells from any class, which includes teleport.
- Warlocks. Depending on their patron and their chosen spells, some Warlocks can also cast teleport.
It’s also worth noting that certain magic items, such as scrolls or wands, might allow characters who aren’t typically spellcasters to cast teleport.
What Can You Teleport? (Items, Beings, etc.)
Harnessing the power of the teleport spell, you can magically whisk yourself, along with as many as eight willing companions, or a particular object within reach, to a locale that’s familiar to you.
Here are some details about what can be teleported:
- Items. Any object that is not worn or carried and is within range can be teleported. This could range from a valuable artifact to a simple rock.
- Beings. The spell can transport up to eight willing creatures. Unwilling creatures cannot be teleported.
- Self. The caster of the spell is always teleported.
It’s important to note that the maximum weight that can be teleported is determined by the size of the creatures and the objects.
The spell fails if the total weight to be teleported exceeds a certain limit.
Is Teleport a Good Spell?
Teleport is one of the most potent and versatile spells in DND.
It has a wide array of applications, both in and out of combat:
- Strategic Movement. Teleport can be used to quickly traverse the battlefield, escaping dangerous situations or positioning for advantageous attacks.
- Fast Travel. Outside of combat, teleport can be used to travel quickly between known locations, making it an incredibly useful tool for adventurers on the move. It can bypass geographical obstacles and expedite quests, saving the party days or even weeks of travel time.
- Rescue Operations. In dire situations, teleport can be used to rescue party members from imminent danger, making it a potential lifesaver.
- Surprise Attacks. If used creatively, teleport can serve as a means to launch surprise attacks, enabling the party to get the drop on their enemies.
However, teleport does come with its risks.
Mishaps and off-target teleports can lead to dangerous situations. Given the high level of the spell, it also represents a significant resource expenditure.
Therefore, its use must be carefully considered and strategically planned.
Here is a video that shows the downsides of Teleport in DND:
Teleport DND Ideas (20 Unique and Creative Ideas)
While the teleport spell has its practical uses, its potential is truly unlocked when used creatively.
Here are 20 unique and creative ideas for using teleport in your DND games:
- Sneak Attack. Teleport into the midst of enemies for a surprise attack. This can be particularly effective if combined with area-of-effect spells.
- Quick Escape. Use teleport as a means of quick escape when the battle turns against you.
- Rescue Mission. Use teleport to rescue a captive ally from a guarded location.
- Infiltration. Bypass fortifications and walls by teleporting directly into the enemy’s stronghold.
- Assassination. Teleport close to a high-value target, eliminate them, and teleport out before the guards can react.
- Treasure Retrieval. Use teleport to retrieve a valuable item from a perilous location.
- Ambush Prevention. If you suspect an ambush, teleport past the danger area.
- Reconnaissance. Teleport to a high vantage point for a better view of the battlefield.
- Chasing a Fleeing Enemy. Use teleport to chase an enemy who is trying to escape.
- Stealing. Teleport into a secure location, grab what you want, and teleport out.
- Creating a Diversion. Teleport a noisy or flashy object into an area to create a distraction.
- Kidnapping. Teleport a valuable enemy away from their guards and into your custody.
- Transporting Large Objects. Use teleport to transport a large object that would be impossible to move otherwise.
- Avoiding Danger. Use teleport to bypass a known dangerous area or threat.
- Reinforcements. Use teleport to bring in reinforcements during a battle.
- Swift Travel. Use teleport to travel between known locations swiftly.
- Breaking Sieges. Teleport inside a besieged city to provide aid or break the siege from within.
- Negotiations. Teleport to a neutral location for negotiations with a potentially hostile party.
- Spell Delivery. Teleport a powerful touch-range spell into an enemy.
- Saving Time. Use teleport to save time on mundane tasks, like gathering supplies.
Teleport DND Magic Items
Several magic items in DND can grant the ability to teleport or enhance the teleport spell.
Here are a few examples:
- Ring of Teleportation. This band holds a trio of uses, replenishing 1d3 used up charges every sunrise. You can invest an action to deploy one of its reserves, and if you do, you are teleported to a location you specify that you can see, have seen before, or can describe in general terms.
- Cape of the Mountebank. Adorning this cloak grants the wearer the mystical ability to invoke the spell known as Dimension Door (a short-range teleport spell) once per day. This provides a handy teleportation option that doesn’t require using a spell slot.
- Amulet of the Planes. This powerful item allows the wearer to cast the Plane Shift spell, a form of teleportation that can transport the caster to different planes of existence.
- Boots of Teleportation. These boots allow the wearer to teleport up to three times per day, similar to casting the teleport spell.
- Helm of Teleportation. A helm of teleportation has three charges. Donning this item empowers you to harness an action, deplete a single charge, and conjure the teleport spell directly from it.
- Staff of Teleportation. This staff possesses a maximum of 10 magical reserves. With it in your hands, you’re granted the power to consume a single action and use one or several of these reserves to invoke one of the following spells: Dimension Door (2 charges) or Teleport (5 charges).
- Scroll of Teleportation. Think of this item like a one-time ticket for a superpower ride. It lets a character use the teleport spell even if they don’t have the usual magic juice (spell slot) or if teleporting isn’t normally their thing (not in their class spell list). But there’s a catch! If the teleport spell is more complicated (higher level) than the magic tricks they usually do, they have to pass a magic test (ability check) to make sure they can pull it off properly using the scroll. If they pass, then bam! They teleport. If not, they might just stay put.
Monsters that Can Teleport
In DND, some monsters possess the natural ability to teleport.
This capability can make these creatures particularly challenging and unpredictable foes.
Here are a few monsters that can teleport:
- Blink Dogs. These fey creatures have the ability to teleport, or “blink,” short distances, making them elusive opponents.
- Phase Spiders. Phase spiders can shift between the Material Plane and the Ethereal Plane, effectively teleporting to avoid attacks or to ambush their prey.
- Night Hags. These evil denizens of the Lower Planes have the ability to move between the Material Plane and the Ethereal Plane, akin to teleporting.
- Demons and Devils. Many demons and devils, such as the Balor or the Pit Fiend, have the ability to teleport, making them formidable foes.
- Efreeti. These powerful elemental beings from the Plane of Fire can cast teleport at will, adding to their repertoire of formidable abilities.
20 Examples of Teleport Use in DND
Teleportation can be employed in a multitude of ways in DND.
Here are 20 examples of teleport use in DND:
- Rapid Retreat. The party is overwhelmed by a horde of undead. The wizard casts teleport to whisk the party away to a safe location.
- Infiltration. The rogue, with a scroll of teleport, infiltrates the enemy fortress to steal vital intelligence.
- Rescue Mission. The party’s cleric has been captured. The sorcerer uses teleport to rescue the cleric from the enemy’s dungeon.
- Surprise Attack. The bard uses teleport to transport the party’s fighter right into the midst of the goblin camp, causing chaos and confusion.
- Chasing the Villain. The villain attempts to escape using a teleportation circle. The party’s wizard casts teleport to follow them.
- Avoiding Danger. The party comes across a deadly trap-filled corridor. The wizard uses teleport to bypass the traps.
- Fast Travel. The party needs to return to the city quickly to warn of an impending attack. The wizard uses teleport to get them there instantly.
- Battlefield Control. In a large-scale battle, the wizard uses teleport to move allies around the battlefield, reinforcing weak points and flanking the enemy.
- Strategic Positioning. The rogue is cornered. The sorcerer uses teleport to move the rogue to a more advantageous position.
- Reinforcements. In a fierce battle, the party is on the brink of defeat. The wizard uses teleport to bring in much-needed reinforcements from the local garrison.
- Looting. The party comes across a massive gold statue in a dungeon. It’s too heavy to carry, so the wizard uses teleport to transport the statue back to their home base.
- Negotiations. The party needs to negotiate with a potentially hostile faction. The bard uses teleport to transport the party to a neutral location for the negotiations.
- Ambush. The party plans to ambush a group of bandits. The sorcerer uses teleport to position the party for a surprise attack.
- Diversion. The party needs to distract a dragon. The wizard uses teleport to transport a noisy, shiny object into the dragon’s lair.
- Resupply. The party is running low on supplies in the middle of a dungeon. The wizard uses teleport to quickly return to town and restock.
- Scouting. The party wants to scout an enemy fortress. The wizard uses teleport to transport the rogue inside, then brings them back once they’ve gathered information.
- Evacuation. The city is under attack and civilians need to be evacuated. The wizard uses teleport to transport groups of civilians to safety.
- Extraction. The party has successfully stolen the enemy’s plans. The bard uses teleport to quickly extract the party before they can be caught.
- Assassination. The party has been hired to assassinate a corrupt noble. The sorcerer uses teleport to get the rogue into the noble’s private chambers.
- Emergency Healing. A party member has taken a critical hit and is on the brink of death. The cleric uses teleport to transport them back to a safe location where they can be healed.
Teleport Spell FAQS
Let’s tackle some frequently asked questions about the teleport spell in DND.
Q: Can You Teleport an Unwilling Person in DND?
A: The basic teleport spell in DND lets you and up to eight friends who want to join the trip zap to a different place in a flash.
Unwilling creatures cannot be teleported.
However, spells like Teleportation Circle or Plane Shift do allow you to teleport unwilling creatures, provided they fail a saving throw.
Q: What Feat Do I Need To Teleport Someone in DND?
A: There isn’t a specific feat required to teleport someone in DND.
Teleportation is typically achieved through the use of spells, such as teleport or dimension door.
You will need to have the ability to cast spells and have the teleport spell in your class’s spell list.
Q: If You Teleport Behind Someone Do You Gain Advantage?
A: As per the standard rules, teleporting behind someone does not automatically grant advantage on your next attack.
However, a DM may rule otherwise based on the specific circumstances.
Q: Can You Teleport Something or Someone Without Touching?
A: The teleport spell requires you to specify a destination that you are familiar with, not a person or object. As such, you can teleport creatures or objects within range without touching them.
Q: Can You Teleport Out of a Spider Web?
A: Yes, assuming you’re not incapacitated and are able to cast the spell, you can teleport out of a spider web.
Q: Can You Teleport in the Flojastone DND Spell Jammer?
A: Yes, you can teleport in the Flojastone DND Spell Jammer.
Q: How To Boost Familiarity?
A: Familiarity with a location in DND is generally determined by how well your character knows a place.
Spending more time in a location or studying it extensively can help boost familiarity.
Specific methods can include:
- Repeated Visits. Regularly visiting a location will make your character more familiar with it. This can include staying there during downtime or using it as a home base.
- Study. Detailed maps, descriptions, or even scrying can help a character become more familiar with a location they haven’t physically visited.
- Experience. If your character has had significant interactions or events happen at a location, the DM might rule that they are very familiar with it.
- Magic. Certain spells or magical items might aid in boosting familiarity. Spells like Clairvoyance, Scrying, or even Dream can help you get a better understanding of a location.
Remember, the DM has the final say on whether a character is familiar with a location or not.
Final Thoughts: Teleport in DND
Teleportation in DND is a powerful and versatile tool for both players and Dungeon Masters.
Whether it’s for a quick escape, a surprise attack, or rapid travel, teleport can change the tide of battles and the course of campaigns.
However, as they say, “with great power comes great responsibility.”
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