Teleporter (5e Class)
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- 1 Teleporter
- 1.1 Walker of the Planes
- 1.2 A Life of Flux
- 1.3 Creating a Teleporter
- 1.4 Class Features
- 1.4.1 Table: The Teleporter
- 1.4.2 Shifted in the Planes
- 1.4.3 Teleport Proficiency
- 1.4.4 Combative Teleportation
- 1.4.5 Ability Score Increase
- 1.4.6 Range Extension
- 1.4.7 Space Warping
- 1.4.8 Friendly Phase
- 1.4.9 Phased Plane
- 1.4.10 Connected Doors
- 1.4.11 Tagged Teleport
- 1.4.12 Transport Sigils
- 1.4.13 Reality Manipulator
- 1.4.14 Spatial Transmission
- 2 Combative Teleportation
An orc swings his axe down at a female halfling… just as she disappears stabbing his friend in the back before again disappearing to kill a goblin archer on the outskirts of a battle, disappearing into fog as she lands a heavy blow to the first orcs temple and appears once more a good distance away. She brings her hand up to her mouth to give an exaggerated yawn before she smiles wickedly jumping forward before once again disappearing.
A dwarven man in traveling clothes takes a battle stance, his clawed gauntlets shinning in the light. The bugbear laughs as his goblin forces surround the poor dwarf across the room, but is silenced by the sound of thunder as he watches the goblins blown away. Suddenly the dwarf lands two furious blows into the large goblinoid’s solar plexus, the force of the blows blowing holes in the back of the bugbears makeshift throne. The dwarf jumps back, his shifting form settling, flicks his nose with his thumb, spitting on the floor as he turns to leave, the bugbear slumping unconscious in his broken chair.
A half-elven spell caster teleports his and the enemy forces across the field of battle, controlling the tides as he sees them, casting powerful spells to stop the kobold forces. He drops fireballs across the enemy forces, teleports groups of allies behind the enemy for a pincer attack, even teleports a few enemies into the trees on the field. That’s when he notices a group of half dragons appearing ready to launch their powerful breath attacks. The half-elf shouts and the entire battlefield begins to shift slightly, the breath of the dragons fizzling out before they are over run, the half elf breathes heavy as blood trickles down his nose.
The slaad stands over the small gnome chuckling as it reaches out for the little woman. As he reaches suddenly the gnome disappears and the mad laugh of a gnome rings out as the slaad is obscured by darkness, a 20 foot cube of stone appearing in the sky beginning to fall. The gnome sits atop the cube rolling in laughter as the cube slams into the ground.
Sneaks, casters, and brawlers, no matter the way the 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 accomplish.
Walker of the Planes
The planes have long overlapped, touching each other in particularly thin points, the war for good and evil, law and chaos waged through them all. While others who use magic dabble in movement through and across the planes few do it as often or as well as the teleporter. Walking through the planes being 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 field of battle 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 many others are unable to accomplish. This is limited however and if they over extend their abilities physically damaging to their health, but rarely are they unable 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 then an art advancing as they do, and they do enjoy advancing.
As rare as they are, teleporters having a common goal between themselves is even rarer. Some wish to understand the arcane weave that is within in 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 and later they may be enemies depending on current goals, and no matter what the goal is though they are a boon for friends and an annoying bane for their enemies.
Creating a Teleporter
So where did your powers come from? Did you anger an elder god and were cursed? Gifted by a deity to explore the planes? Was family stolen from you by an infernal and an accident attempting to take revenge 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 curiosty, or does it unnerve you? Do you want to connect more deeply with these magics or prefer to use them to your benefit yourself as best you can physically? 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 your 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, why have you decided to return to the material? Have you been forced by the entity who gave you your power or have you gotten lost again in your travels, have you discovered a plot to take over the material plane or are you merely homesick and attempting to find your way back there? You are a walker of the planes and this affords you many responsibilities if you so choose, or perhaps it affords you many powers to enforce your will, how your powers have affected you, your outlook and 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 Plane Traveler background. Third, choose bladed fists, explorer’s pack, leather armor, and 2 daggers.
As a Teleporter you gain the following class features.
- Hit Points
Weapons: Simple weapons, Martial weapon gloves
Saving Throws: Charisma, Dexterity
Skills: choose 3 from Acrobatics, Arcana, Deception, Insight, Intimidation, Perception, Persuasion, Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) any simple weapon or (b) any gloved martial weapon
- (a) dungeoneer’s pack or (b) explorer’s pack
- (a) shortbow and 20 arrows or (b) leather armor
- 2 daggers
- If you are using starting wealth, you have 3d4 x 10 gp in funds.
|1st||+2||Shifted in the Planes|
|4th||+2||Ability Score Improvement|
|6th||+3||Combative Teleportation feature|
|8th||+3||Ability Score Improvement|
|11th||+4||Combative Teleportation feature|
|12th||+4||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|17th||+6||Combative Teleportation feature|
|19th||+6||Ability Score Improvement|
Shifted in the Planes
At 1st level the teleporter has begun to feel the effects of being out of phase with the planes. They have access to all of the Teleportation spells, the cost of using such spells is an amount of teleport points. For every 2 teleport points over the amount actually paid to cast a spell the Teleportrer gains a point of exhaustion. Teleport points are equal to charisma modifier • Teleporter Lvl. The spell modifier for these spells is proficiency modifier + Charasima modifier and the spell save Dc is proficiency modifier + charisma modifier + 8. The teleport points available are restored to the current max at the end of a long rest. Casting level 8 and 9 spells is so physically demanding that it permanently lowers the amount of teleport points available by the amount of points used until a long rest is completed. Casting more than one level 8 or 9 spell per short rest causes a point of exhaustion, casting more than 2 causes 2 points of exhaustion and requires a roll on the wild magic surge table.
|Spell Level||Teleport point cost|
|Level 1||2 Teleport points|
|Level 2||3 Teleport points|
|Level 3||5 Teleport points|
|Level 4||6 Teleport points|
|Level 5||7 Teleport points|
|Level 6||9 Teleport points|
|Level 7||10 Teleport points|
|Level 8||11 Teleport points|
|Level 9||13 Teleport points|
At 2nd level any no concentration, instant, no material, Teleporter spells can be cast as a bonus action.
At 3rd level, you chose a combative teleportation style. Choose between a devious Warp Slayer, a specialized fighting Blurred Brawler, or to delve deeper into the arcane as a Plane Manipulator, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 11th, and 17th.
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.
All Teleporter spells distance moved is doubled at 5th level. Non-damaging spells can now also be used on items.
At 7th level when a ranged attack misses you, you may perform a Dex save as a reaction with DC at the missed attack roll. On success spend 1 teleport point to open a small portal that resends the projectile back at the attacker increasing the die rolled by 1 and the creature must make a dex save at disadvantage at your spell save DC.
The teleporter at 9th level is able to cast any teleportation spells that would mainly move themselves on any willing creature they see within a 60 ft range and decide where they are teleported to based on the effect of the spell.
At 10th level at the end of your turn you may role a DC 17 charisma save as a bonus action. On success you slightly phase out of reality. Until the end of your next turn you gain advantage on all saving throws, there is disadvantage to hit you, but you may not be healed by touch, and other healing attempts are half effective. At lvl 14 DC drops to 14.
At 13th level you can touch solid surfaces and using dimension door or similar teleporter spells to open a portal between both sides of the surface as long as the opposite side is within spell range to allow as many creatures as you’d like through the surface. This feature costs 1 extra teleport point per spell. As long as you are in the same spot the door originally opened you can use any Teleporter spell to get back to the other side of the solid surface spending 2 extra teleport points as long as the other side is within spell range.
At 14th level you may touch an item and spend 5 teleport points as an action to bind an item to you. You can bind any 10 items to you as long as you can carry it. As an action costing 5 teleport points you may teleport that item to you across any distance as long as you and the item are on the same plane. If the item is in an anti magic field the teleportation fails. If a creature is holding or wearing the item they must make a dex save for a held object and constitution save for a worn object. Failure means the object is teleported After teleporting a new tag is required.
At 15th level you are able to easily impart a permanent teleportation sigil at any place easily at a 10 teleport point cost after an 1hour long ritual. No one else can use the sigil unless you give them access. You can only create A sigil at minimum within 20 miles of another this way. If you do it will erase any that are close. You can only use this feature once a week.
At 18th level the Teleporter gains access to the spells of Wish, Time Stop, control weather, imprisonment and Mordenkainen’s magnificent manor and any other
At 20th level the teleporter can tag a point in space for 7 teleport points. They can only have one tag exist in this fashion at a time. This allows the teleporter to decide a space up to a 20 foot cube. The point can be the corner, a side, or the center of a face. Then at any point they can teleport that space as an action to another point in space they touch at the cost of 11 teleport points. Once it arrives anything within the space reacts to being in this new space as it would normally and the tag is lost.
Teleporters have an uncanny type of strength in controlling the course of a battle through spatial manipulation and attacks. Each teleporter hones these skills and abilities in different ways developing different kinds of combative teleportation. This defines their attempt to master their newfound powers and the answers they’ve discovered in needs for protection.
The best defense is to kill them from behind is the motto of the warp slayer using their disappearing acts to take advantage of the enemy from behind they decided striking decisively.
- Warp Strike
At level 3 the Teleporter warps close to an enemy they must roll a Wisdom save to see if they realize where the Warp Slayer is against 10+prof +charisma modifier. If the enemy fails the next attack the Warp Slayer makes against the enemy is at advantage and on successful attack they roll an extra damage die based on the warp strike die bonus. After the first successful attack this way against an enemy out of surprise rounds they learn and instead of the previous DC they roll against 8+1/2prof+charisma modifier showing that they have adapted to the Warp slayers tactics. Warp strike cannot work on a creature that has made an attack against you directly in the past turn as they are fully focused on you. Spells that were not centered on the Warp Slayer do not count as full focus.
|Teleporter Level||Warp Strike Die|
- Advantageous Warp
At level 6 if the enemy that has adapted to the warp strike fails the save, the Warp slayer’s successful attack on the creature they also force the creature to make an 8+prof+Dex modifier DC constitution save or be stunned until they make the save on one of their turns. The creature gains advantage on this roll after the first stunned turn.
- Warp Out
At level 11 the warp slayer has the ability to warp away after it makes its successful warp strike as part of the action up to 30ft in any direction.
- Killing Warp
The warp slayer at level 17 when warp striking any creature with an impairing condition deals double the damage (including critical damage).
The best defense is to not be there is the motto of the teleporter who has decided to become a Blurred Brawler. Becoming skilled in physical battle augmented by their teleportation skills they dominate opponents.
- Blurred Battle
The blurred brawler now can add their charisma modifier to their AC as well as Dex and proficiency while wearing no armor. Along with this they become able to spend 2 teleport points to gain +1 to AC until next turn if they take the dodge action and this can be done twice. Along with this at 5th level the Brawler gains an extra attack.
- Spatial Weapons
At level 6 the blurred brawler can use 4 teleport points to make the damage dealt by your weapons deal force damage for the next minute. When you make the attack action while the previous effect is active you can spend another 2 teleport points to add an extra d6 of damage for the attack, but only once. Also while the force weapons are active you may spend 3 teleport points to adds +1 to the attack roll, this effect stacks twice but at least one effect must be done before the attack roll.
- Blurred Entry
The blurred brawler is even more out of plane after teleporting than usual teleporters at level 11. This causes them to be harder to notice and eases the use of the abilities they’ve mastered. After teleporting any distance they gain advantage on stealth checks and half the cost of teleport points (rounded up) for Blurred Battle and Spatial Weapons.
- Doubled Blur
At level 17 the Blurred Brawler is so out of phase with the plane they are on that sometimes the movements they take have a solid double. For each action they take they may ask to pay 14 teleport points to perform a DC 23 charisma save. On success they may roll to have their out of phase duplicate also attempt the action. If a bonus action results from the action (for example a two weapon fighting attack) the bonus action is included on the save.
The best defense is to get rid of the offense is the motto of the Plane Manipulator. Delving deeper into their arcane powers they discover the ability to further use magic as a caster they unlock their ability to use other magics in a conventional way as well as to impose their spatial will on others.<!-Introduce this subclass here->
You have learned to cast spells as others do requiring an arcane focus, you have access to the Sorcerer spell list but can only cast these spells using spell slots, not your teleport points. You cast using the spell table below and use the Shifted in the Planes spell modifier and spell save.
|Teleporter Level||Cantrips||Spells Known||1st||2nd||3rd||4th||5th|
- Plane Step
At 3rd level when the Plane Walker casts a 1st level or greater spell in this manner arcane energies allow you to cast misty step as a bonus action at no cost.
- Shearing the Plane
You can redirect the effects of space and the arcane. At 6th level as a reaction to a magical effect that causes damage (Ex. Firebolt, Fireball) you can pay 5 or more teleport points to roll off against the caster’s spell attack modifier with your own. On success you redirect the spell to center on the caster causing the effect but dealing only half the damage as force damage (fireball would have the same DC, same range, but deals 4d6 force damage on failed save). If the counter action is not of high enough spell level then the Plane Manipulator must roll a DC 15+2 per extra spell level charisma save to attempt to make the counter work. As an action this effect can be used to shear the space of an area casting shatter but pulling creatures towards the centered points. It casts as a 3rd level spell at 5 teleport points and increases range by 5feet for each spell level as well as normal damage.
- Plane Swap
At 11th level the Plane Manipulator can force his teleportation on unwilling creatures as well. Those creatures must roll a DC constitution based on your spell save DC. Additionally the Plane Walker gains the ability to learn any transmutation or conjuration spell taught to them or that they have seen done 20 times. After this learning it takes 250 days to become proficient in the spell which becomes one of their Teleporter spells. They must also teach the creature that teaches them a Teleporter spell in order to complete the swap. This is not subject to the spell seen 20 times.
- Planar Disruption
At 17th level the Plane Manipulator can pay 13 teleport points to attempt a DC 25 charisma save. On success all magical effects beginning within 120ft must roll a d20 until the end of the Plane Manipulator’s next turn. On an even roll the effect is lost but the spell is counted as used.
Teleporter Spell List
You know all of the spells on the basic Teleporter spell list and additional spells based on your subclass.
Minor Step, Short Warp
- 1st Level
- 2nd Level
- 3rd Level
Blink, Thunder Step
- 4th Level
Dimension Door, Warping Step
- 5th Level
Far Step, Traumatic Teleporter
- 6th Level
Arcane Gate, Misty Gate
- 7th Level
Astral Shift, Demiplane Portal, Etherealness, Plane Shift, Teleport
- 8th Level
Air Removal, Demiplane, Maze
- 9th Level
Gate, Mass Traumatic Teleport
Prerequisites. To qualify for multiclassing into the Teleporter class, you must meet these prerequisites: Charisma 13
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: Simple Weapons, gloved martial weapons, light armor.