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  1. Teleportation. 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. 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.

  2. Teleportation. This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can’t be held or carried by an unwilling creature. The destination you choose must be ...

  3. Teleport. The nycaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an. its turn there or if the Cube moves into its space. A creature takes this damage only once per turn. On your later turns, you can take a Magic action to teleport the Cube up to 30 feet.

    • Overview
    • What is the Teleport spell in D&D 5e?
    • Where can you teleport in D&D 5e?
    • How does the Teleport spell work?
    • Teleport Outcomes
    • How to Use Teleport Effectively
    • Teleport v Teleportation Circle

    Of the many spells available to spellcasting characters in Dungeons & Dragons 5th edition, Teleport is one of the most popular and useful at higher levels. The spell lets your character instantly appear somewhere else in the game world, so long as they’re familiar with the location. It makes travel much easier and has some creative applications in combat as well! For more information, read on. We’ve put together a complete guide to the Teleport spell, with tips on how to make the most of the spell in your campaign.

    Teleport is a 7th-level spell capable of instantly transporting your character long distances magically, so long as the destination is on the same plane.

    If your character is very familiar with their planned destination, the Teleport spell will likely work. If they’re unfamiliar, there’s a greater chance of the spell malfunctioning.

    Use Teleport to cut back travel time in the campaign, avoid backtracking to places you’ve already visited, and escape dangerous combat situations quickly.

    Teleport is a 7th-level spell that lets you magically travel long distances.

    involve quite a bit of travel—and Teleport is a powerful spell that makes travel effortless! When you cast Teleport, you instantly transport your own player character (PC) and up to 8 willing creatures of your choice (or a single object you can see) to a destination of your choice. All things affected by the spell must be within 10 feet of you.

    Bards, sorcerers, and wizards (meaning you must

    with any of those classes to use the spell)

    Travel to a permanent teleportation circle with complete accuracy.

    In D&D, permanent teleportation circles are magically-drawn circles that stay in a fixed spot. If your PC knows the sigil sequence for a teleportation circle, they can cast Teleport and travel directly to the circle’s location—without the possibility of landing off-target or suffering a mishap. [2]

    A teleportation circle’s “sigil sequence” is a string of magical runes arranged in a pattern. If your PC is able to learn the pattern, they can use the circle.

    Your GM (game master) will likely be the one to determine when your PC encounters a teleportation circle and when they can learn the sigil sequence.

    Teleportation circles are often located in major cities or within strongholds of important factions (like the Harpers, Zhentarim, or Lord’s Alliance).

    It’s also possible to create your own permanent teleportation circle, but it takes a while. To do it, you must cast the Teleportation Circle spell in the same place every day for 1 year.

    Choose a location to magically travel when you cast the spell.

    Once you’ve decided to cast Teleport, decide on a destination for your spell. Keep in mind that it has to be on the same plane of existence as your character (meaning it needs to be within the current game world). The destination must also be known to you in some way, whether your PC is very familiar with it or only has a description to go off of.

    set on Faerun in the Forgotten Realms. If you wanted to teleport from Luskan to Baldur’s Gate, that’d be possible since both cities are on Faerun.

    However, if you wanted to teleport from Luskan to Sigil, that wouldn’t be possible since Sigil is located outside of Faerun in its own demi-plane.

    Have your GM roll d100 to see if you’re able to reach the destination.

    The better your PC knows their destination, the higher your chances of successfully casting Teleport. Ask your GM to roll percentile dice—which consists of a d10 dice (labeled 1 - 10) and a d100 dice (a 10-sided dice with increments of 10, labeled 10, 20, 30, and so on). Then, your GM can determine the result of the spell based on their percentile dice and your PC’s familiarity with their destination, using the following guidelines:

    When the outcome of your Teleport spell is on target, it means your PC (and any other creatures they bring with them) arrive exactly where they want to be. So, for example, if you cast the Teleport spell intending to make your character and their party members appear in the lounge of their manor house in Waterdeep (a city in Faerun), that’s precisely where they’d end up.

    When a Teleport spell goes off target, it means your PC and any creatures with them end up a random distance away from the planned destination. The formula to determine this is 1d10 x 1d10 percent of the distance that was meant to be traveled. Then, your GM must roll 1d8 (an 8-sided dice) to figure out which direction your PC went while landing off target; 1 is north, 2 is northeast, 3 is east, and so on around the 8 points of the compass. [9]

    Reduce travel time for a high-level D&D party.

    If your PC (and their adventuring party) needs to travel a long distance, use Teleport so they can do it as quickly as possible. Teleport also saves the party from possibly having a random encounter on their travels (like a bandit or owlbear attack, for example), which can become tiresome and too easy as your character becomes more powerful.

    For example, a group of level 15 characters could easily overpower a gang of bandits in 5e, so a random encounter with bandits might end up feeling pointless.

    You can also use the Teleport spell to prevent backtracking in a campaign. For example, say your PC had to go back and forth between two distant towns to talk to various NPCs (non-player characters).

    With Teleport at your disposal, you could instantly travel from one town to another and stop your PC from backtracking between the towns for days on end.

    Cast Teleport to move objects and party members around a battlefield. In combat, Teleport can be surprisingly useful! The spell allows you to teleport a single object that fits within a 10-foot cube (instead of living creatures). So, you could have your PC teleport an important magic item to one of their allies or teleport a large object and cause it to fall on their enemies. Use your imagination and find interesting ways to manipulate the battlefield! [13]

    Teleportation Circle can only access permanent teleportation circles.

    Technically, there are 2 main teleportation spells in D&D: Teleport (a 7th-level spell) and Teleportation Circle (a 5th-level spell). The major difference is that Teleport allows you to travel anywhere in the world so long as your PC is familiar with the locale, while Teleportation Circle only lets you travel to a known permanent teleportation circle.

    Teleportation Circle also takes 1 minute to cast (as opposed to 1 action for Teleport, which amounts to about 6 seconds).

    So, while Teleport allows your PC to quickly escape in combat, Teleportation Circle is really only useful outside of combat.

    Additionally, any creature can pass through your Teleportation Circle spell, while Teleport allows you to choose which creatures to transport.

    Teleportation Circle is a good spell to know so long as your character knows the sigil sequence for at least 1 permanent teleportation circle. If not, you may not have a use for it.

  4. Teleport. Source: Player's Handbook. 7th-level conjuration. 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. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can ...

  5. Teleport was a conjuration spell that allowed the caster to transit instantly between two points.[3] This spell instantaneously transported the caster to a chosen location, up to some hundreds of miles away, but interplanar travel was impossible. The caster could take with them objects (up to a size they could carry) and willing creatures (according to their casting potency), provided they ...

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  7. Oct 11, 2022 · DnD teleport 5e is perhaps the strongest mobility spell in all of Dungeons and Dragons. Forget flying on brooms, perilous sea voyages, or trudging about on foot. Once your party’s Wizard has learned to teleport, long travelling montages full of bandits and wild animal encounters will be a thing of the past.

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