Rune Teleport (5e Spell)
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2nd-level Conjuration | |
Casting time: | 1 minute |
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Range: | Wherever the runes are placed, can even be in other planes |
Components: | V, S, M (small stones, which the spell consumes) |
Duration: | Indefinite/until used |
You can create a number of runes equal to your spell modifier. When used, the runes light up and are inscribed with the caster's name. As an action you can teleport yourself and up to 3 of your allies that are touching you to your runes. You may choose to teleport everyone to a single rune, or choose to teleport allies to multiple different runes. These runes are destroyed after use. Choosing to use multiple different runes will still cause them to be destroyed on use. You may also choose to destroy 2 runes to be able to activate the teleport as a bonus action. Neither of these runes can be used as the teleport location, meaning to access the bonus action teleport you must destroy 2 runes as well as destroying the single rune you teleport to.
You may not exceed the maximum number of runes created by this spell. If cast at 3rd level you may only have a max number of runes equal to your casting modifier + 2. You may cast this spell at any level to restore lost runes instead of replacing old ones; meaning if you have 4 runes and use 1, you can cast this spell at 1st level to replace the single missing rune and opt not to destroy the old runes to replace them.
At Higher Levels. When you cast this spell at 3rd level or higher, you can create an extra 2 runes. The number of runes increases by 1 for every spell slot higher than 3rd.
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