Teleporter (5e Class)
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An orc swings his axe down at a female halfling… who suddenly disappears. His friend lets out a cry and falls over, stabbed in the back by the very same halfling. She vanishes and reappears on the outskirts of the battle by the goblin archer, who also drops dead. Once more she vanishes into fog, before a heavy blow lands on the first orc's temple from seemingly nowhere and the halfing reappears a good distance away. She brings her hand up to her mouth to give an exaggerated yawn before she smiles wickedly and disappears again.
A dwarven man in traveling clothes takes a battle stance, his clawed gauntlets shining in the light. The bugbear laughs as his goblin forces surround the poor dwarf across the room. His cackle is interrupted by a thunderclap and the sight of his goblins being blown back in every direction. 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 dwarf jumps back as his shifting form settles, then flicks his nose with his thumb and spits on the floor as he turns to leave. The bugbear slumps unconscious in his broken chair.
A half-elven spellcaster teleports friends and foes across the field of battle as he desires, controlling the tides of combat to halt the kobold forces. 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. That’s when he notices a group of half-dragons approaching and readying powerful breath attacks. 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.
The slaad stands over the small gnome and chuckles as it reaches for the little woman. She instantly vanishes and the mad laugh of a gnome rings through the air. The slaad finds itself obscured by darkness, thanks to the 20-foot cube of stone that's appeared overhead and beginning to fall. The gnome lays atop the cube rolling in laughter as the cube slams into the ground.
Sneaks, casters, and brawlers… no matter the way a teleporter uses their abilities, they control the field of battle using their speedy movement and target control in a mix of magic and melee only they can accomplish.
Walker of the Planes
The planes have long overlapped, touching each other in particularly thin points… while wars for good and evil, law and chaos waged through them all. While other magic users dabble in movement through and across the planes, few do it as often (or as well) as the teleporter. Walking through the planes, whether as a source of mischief or order, good or evil, they always keep moving. Embracing the moments afforded them by this gift (or curse), they find themselves at home wherever and whenever is necessary. The magic of the planes is everywhere and they get to decide where it takes everyone around them.
They create chaos on the battlefield, moving across the land in a flash using hit and run tactics, keeping allies from being damaged with their access to powerful magics, affording them great versatility in positioning and planning that most others are unable to accomplish. Their abilities are limited, however, and since over-extending their powers is physically damaging to their health, rarely is a teleporter able to accomplish their goals before their ability consumes them.
A Life of Flux
The other arcane and divine casters of the planes may dabble in planar movement, teleportation, and blinking, but none of them are entwined and untwined so perfectly with them. Space is at the fingertips of the teleporter and they move through it as if it didn’t truly have laws. 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.
As rare as they are, teleporters sharing a common goal is even rarer. Some wish to understand the arcane weave that is within them, others want to hoard gold and treasures, others want to protect the people of all planes in whatever way they can. Sometimes they are friends who, depending on the goal, may become enemies. But no matter the goal, they are a boon for friends and an annoying bane for their enemies.
Creating a Teleporter
Where did your powers come from? Did you anger an elder god who then left you cursed? Gifted by a deity to explore the planes? Was family stolen from you by an infernal and in your attempt at revenge, an accident left you this way? The way in which you connected to the magics of all the planes is important to your existence moving forward.
Do you enjoy these powers? Are they a happy curiosity, or does it unnerve you? Do you want to connect more deeply with these magics or use them to augment your physical abilities? Is this power to be used sparingly or is it the perfect tool for minor pranks? Would you have refused this power if you could, or wish you could return it now? Is this your perfect chance to save all the creatures of the planes or do you prefer to use these spells for personal gain only? Is your goal to learn about all the planes or simply to explore with an adventurer’s heart? Your connection to the planes should also be explored… how has your plane walking manifested itself? Have you only shifted in your own plane, perhaps zoning out during a leisurely stroll only to appear at your destination many miles away? Were you forced by the entity who gave you these powers to complete a quest in another plane? Or have you gotten lost in your travels before, once struggling to find your way back to the material? You are a walker of the planes and this affords you many responsibilities, or at the least, many powers to enforce your will. How your powers have affected you, and your outlook of those around you, is up to your capable and creative hands.
- Quick Build
You can make a teleporter quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity or Strength. Second, choose the planar traveler background.
As a Teleporter you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Teleporter level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Teleporter level after 1st
Armor: Light armor, Medium armor
Weapons: Simple weapons, Martial glove weapons
Saving Throws: Charisma, Dexterity
Skills: Choose three skills from Acrobatics, Arcana, Deception, Insight, Intimidation, Perception, Persuasion, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a simple weapon or (b) a martial glove weapon or (c) a rapier
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- (a) a shortbow and 20 arrows or (b) 2 daggers
- leather armor
|Features||Spell Level Known||Total Teleport Points|
|1st||+2||Shifted in the Planes||2nd||5|
|4th||+2||Ability Score Improvement||3rd||8|
|6th||+3||Combative Teleportation feature||4th||12|
|8th||+3||Ability Score Improvement||5th||14|
|11th||+4||Combative Teleportation feature||7th||19|
|12th||+4||Ability Score Improvement||7th||20|
|16th||+5||Ability Score Improvement||9th||26|
|17th||+6||Combative Teleportation feature||9th||29|
|19th||+6||Ability Score Improvement||9th||31|
Shifted in the Planes
You feel the effects of being out of phase with the planes, and can instinctively use teleporter spells.
- Spells Known
At 1st level, you know all Cantrips and 2nd-level Spells from the teleporter spell list (there are no 1st-level spells from the list).
The Spell Level Known column of the Teleporter table shows the level of teleporter spells you know. When you reach 5th level, for example, you learn all 4th-level spells from the teleporter spell list, in additional to the Cantrips, 2nd-level, and 3rd-level spells you already know from the list.
- Teleport Points
To cast one of your teleporter spells of 1st level or higher, you expend teleport points instead of spell slots. The Teleporter Spell Costs table shows how many points these spells cost by level. The Total Teleport Points column of the Teleporter table shows the total points you have, which is always equal to your Teleporter level + double your Proficiency bonus. You regain all expended points after finishing a long rest.
You can never have less than 0 teleport points. 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.
Casting an 8th-level or 9th-level teleportation spell is physically demanding, and if you have not finished a long rest since casting one, each additional casting incurs two additional levels of exhaustion and requires a roll on the Wild Magic Surge table after your spell is cast.
|Spell Level||Teleport Point Cost|
|Level 1||1 Teleport points|
|Level 2||2 Teleport points|
|Level 3||3 Teleport points|
|Level 4||4 Teleport points|
|Level 5||5 Teleport points|
|Level 6||6 Teleport points|
|Level 7||7 Teleport points|
|Level 8||8 Teleport points|
|Level 9||9 Teleport points|
- Spellcasting Ability
Charisma is your spellcasting ability for your teleporter spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a teleporter spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your Proficiency Bonus + your Charisma modifier
- Spell attack modifier = your Proficiency Bonus + your Charisma modifier
- Spellcasting Focus
You cast teleporter spells innately without the need for an arcane focus.
Starting at 2nd level, simple teleportation spells become second nature to 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. For example, Minor Step, Thunder Step, Dimension Door, Arcane Gate, and Teleport can now be cast with either 1 action or 1 bonus action.
As normal, after casting any spell (even with a bonus action), you can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.
At 3rd level, you choose a teleportation combat style. Choose between the Warp Slayer, Blurred Brawler, or Plane Manipulator, all detailed at the end of the class description. Your choice grants you features at 3rd Level and again at 6th, 11th, and 17th levels.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, any teleporter spell with a maximum teleportation distance has that distance doubled. You can also bring along objects when teleporting as long as their weight doesn't exceed what you can carry.
At 7th level, when a ranged attack misses you, you can use your reaction to try opening a small portal that sends the projectile back at the attacker. Spend 1 teleport point and make a Dexterity saving throw with the DC equal to the missed attack roll. On a successful save, the creature must succeed on a Dexterity saving throw with disadvantage against your spell save DC or be hit by the attack.
In addition, when casting the misty gate spell, you gain the ability to move the portals as though it were casting using an 8th or 9th level spell slot, even if it wasn't.
Starting at 9th level, when you cast a teleporter spell that normally causes yourself to teleport or vanish, you may cause it to instead affect a different willing creature within 60 feet of you that you can see.
The designated creature is considered the spell caster whenever the spell effect normally refers to you, with the following exceptions:
- You must still choose the teleportation destination if the spell originally required it.
- Any line-of-sight or other visual restrictions still apply to you as the caster.
- Concentration spells still depend on your concentration.
- Spell effects that depend on an additional action or bonus action still require you to perform the action or bonus action (such as spell dismissal, invoking an extra wiling teleportation jump, etc).
At 10th level, your familiarity with phasing allows you to attempt the incredible and exist in two planes at once. As a bonus action, you may role a DC 17 Charisma saving throw to partially attune with the ethereal plane. On a successful save, you slightly phase out of the material plane and until the end of your next turn, you gain advantage on all saving throws, and attacks against you are made at disadvantage. 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.
At 14th level, the DC for the the Charisma saving throw becomes 14.
Beginning at 13th level, you learn how to pass through walls and other surfaces using portals. While touching a surface, you may cast arcane gate with these changes:
- The casting costs 7 teleport points instead of its usual spell cost.
- Instead of choosing two points on the ground that you can see, the first point is the surface you touch and the second point is the other side of that surface. If the other side is not within the spell's range, the spell fails, and the casting is lost.
- The portal is one-way, initially only permitting creatures to pass from the first point to the second point.
- As a bonus action, you may expend 2 teleport points to reverse the direction of teleportation.
At 14th level, you may touch an object and spend 5 teleport points as an action to magically tag it. You can have up to 10 tagged objects at any time. Then as an action costing 5 teleport points, you may teleport that object to you across any distance as long as you and the object are on the same plane and the item's weight doesn't exceed what you can carry. If a creature is holding or wearing the object, they must succeed on a Dexterity saving throw or the object is teleported. After attempting to teleport an object in this way, its tag disappears.
By 15th level, you have learned how to use sigil sequences—magical runes arranged in a particular pattern—to create teleportation circles. You gain the sigil circle spell described below.
|As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.|
|You can learn sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.|
|You can create a permanent teleportation circle by casting this spell at 7th level over 1 hour, assigning the circle a unique sigil sequence that you automatically memorize. When you do this, any other permanent circles within 20 miles that were created by you using this spell are nullified as their sigils magically vanish. 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. You need not use the circle to teleport when you cast the spell in this way.|
By 18th level, your extensive knowledge in manipulating the fabric of space now allows you to explore manipulating the weave itself. You gain access to the spells antimagic field, astral projection, banishment, imprisonment, reality break, and time stop.
At 20th level, you gain the ability to teleport entire regions of space. As an action, you may spend 7 teleport points to invisibly tag a cube of space up to 20 feet large (the tag never expires and only one such tag may exist at a time). When a region is tagged in this way, then as an action, you may spend 11 teleport points to teleport the tagged space and all its contents to any point in space you are touching in any desired orientation. When this happens, the tag is consumed and each creature or object that was present within the destination space takes 3d10 force damage and is forcibly ejected from the cube to the nearest unoccupied space.
Teleporters have an uncanny knack for battlefield control through spatial manipulation and attacks. While each teleporter hones these skills and abilities in their own way, most teleporters end up adopting one of three combat styles: Warp Slayer, Blurred Brawler, or Plane Manipulator.
|“||The best defense is to kill from behind.||”|
|—Motto of the Warp Slayer|
This combat style uses disappearing acts to take advantage of the enemy from behind and strike decisively.
When you choose this combat style at 3rd level, you can inflict extra damage on melee attacks following a warp. Whenever you teleport within 5 feet of a creature and attack it, they may roll a Wisdom saving throw to see if they know your new location. If you have not attacked this target in the last 1 minute, the DC is equal to your first strike save DC (10 + your Proficiency Bonus + your Charisma modifier); otherwise, the DC is equal to your primary strike save DC (8 + (your Proficiency Bonus / 2) + your Charisma modifier) as the target has adapted to your warp strikes. On a failed save, you make the attack with advantage. In addition, if the target failed their save, you succeeded on your save, and the DC was equal to the first strike save DC, you may add your Warp Strike Die bonus from the Extra Warp Strike Damage table to the attack’s damage roll.
|Teleporter Level||Warp Strike Die|
- First strike save DC = 10 + your Proficiency Bonus + your Charisma modifier
- Primary strike save DC = 8 + (your Proficiency Bonus / 2) + your Charisma modifier
- Stun save DC = 8 + your Proficiency Bonus + your Dexterity modifier
Beginning at 6th level, you learn how to strike an opponent’s body to cause maximum pain. Whenever you hit another creature with a Warp Strike and they fail the saving throw, you can attempt to stun them. The target must succeed on Constitution saving throw against your stun save DC (8 + your Proficiency bonus + your Dexterity modifier) or be stunned. The stunned target can be reattempt the saving throw with advantage at the start of each of its turns, and on a successful save, the stunning effect ends.
By level 11, you gain the ability to warp away after an attack. After you hit another creature with a Warp Strike, then as part of the attack action, you can teleport up to 30 feet to an unoccupied space that you can see.
At level 17, when you hit a creature with Warp Strike and that creature has a condition, your attack deals double the damage (including critical damage).
|“||The best defense is to not even be there.||”|
|—Motto of the Blurred Brawler|
Skilled in physical battle and augmented by their teleportation skills, users of this combat style dominate their opponents.
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.
Also, when you take the dodge action, you may spend 2 teleport points to add +1 to your AC. This may be done up to two times after you finish a long rest.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
At level 6, your dodging becomes tangential to normal space. When you take the dodge action and successfully dodge an incoming melee attack, you can teleport to the opposite side of the attacker, if the space is unoccupied. As you pass through, you tear a rip in the space your attacker occupies. The rip lasts 1 minute and deals force damage equal to 1d6 + your proficiency bonus to any creature that starts its turn there. Additionally, you restore spent teleporter points equal to your proficiency bonus.
At level 11, your blurred combat style becomes second nature to you. You can move through creatures by briefly turning ethereal, and attacks of opportunity made against you have disadvantage. When you teleport to a square adjacent to an enemy, you can make a single attack with a light weapon as you arrive. You can only use this ability once per turn, even if you teleport multiple times.
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. As part of any action, you may attempt this by spending 14 teleport points and making a DC 23 Charisma saving throw. On a successful save, you force this double to materialize and attempt the same action and bonus actions you take on this turn.
|“||The best defense is get rid of the offense.||”|
|—Motto of the Plane Manipulator|
Delving into magical research, users of this style gain access to conventional spells and learn advanced techniques to impose their spatial will on others.
Starting when you choose this style at 3rd level, your arcane research and innate magical skills give you an aptitude for sorcerery. You gain access to the sorcerer spell list and cast sorcerer spells using the general rules of spellcasting instead of Shifted In The Planes.
|Teleporter Level||Cantrips||Spells Known||1st||2nd||3rd||4th||5th|
At 1st level, you know two cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spellcasting table.
- Spell Slots
The Spellcasting table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
- Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of the Spellcaster table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
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.
- Spellcasting Ability
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.
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
When you reach 3rd level, you've become so accustomed to walking between the planes that taking "just another step" becomes second nature to you. When you cast a spell of 1st level or higher that costs teleporter points, you may cast misty step as a bonus action at no cost.
Shearing the Plane
By 7th level, your warping instincts are so honed that you can instinctively deflect magic about to harm you. You learn the the redirect magic spell described below.
|You attempt to redirect a spell that would immediately damage you. Make a Charisma saving throw. The DC equals 15 + double the spell's level.|
|You can spend additional teleportation points and add the number of extra points spent to the saving throw roll; you can wait until after rolling the saving throw before deciding to do this, but must decide before the DM says whether the roll succeeds or fails.|
|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. On a failed save, nothing happens and all spent teleport points remain spent.|
You deepen your arcane knowledge of the school of conjuration and school of transmutation to further augment your abilities. In your studies, you have unearthed the secret to inflicting your teleportation spells on unwilling targets, and even learnt a few additional spells from these schools.
At 11th level, you can force your teleportation spells on unwilling creatures. When you cast a teleporter spell that normally causes yourself to teleport (the spell cannot involve any form of planar shifting), you may force a creature within 60 feet of you that you can see to succeed on a Constitution saving throw against your Spell Save DC or be affected by the spell instead. 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.
In addition, when you gain this feature, you learn three spells of your choice from any class's spell list (the three needn't be from the same list) that are conjuration or transformation spells which are of a level up to your Spell Level Known. 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.
At 17th level, you can attempt to disrupt magic in the immediate area as an action. Spend 13 teleport points and make a DC 25 Charisma saving throw. 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. If the roll is 10 or higher, the spell fails. All other magical effects are likewise susceptible to disruption by this feature.
Teleporter Spell List
You have access to the spells on this teleporter spell list. Your subclass may grant you additional spells.
- 1st Level
Starting at level 1, and for each 2 Teleporter class levels after that, you learn one of these Planar Survival Magic spells. create or destroy water, goodberrry, detect magic, comprehend languages, detect evil and good, detect poison and disease, identify, feather fall, jump, longstrider, allowance, Scan_(5e_Spell), true glimpse, stone tent, repel
- 2nd Level
- 3rd Level
- 4th Level
dimension door, warping step, banishment, crystalline chamber,
- 5th Level
- 6th Level
- 7th Level
demiplane portal, etherealness, plane shift, teleport
- 8th Level
- 9th Level
Prerequisites. To qualify for multiclassing into the teleporter class, you must meet these prerequisites: 13 Charisma
Proficiencies. When you multiclass into the teleporter class, you gain the following proficiencies: simple weapons, martial glove weapons, light armor.
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