Showing0entries
Sorted A-Z
Mechanics

Teleportation

Instantaneous magical movement without traversing intervening space. Destination must usually be seen; doesn't provoke opportunity attacks.

Teleportation is the instantaneous magical movement of a creature, object, or effect from one location to another without traversing the intervening space.

General rules:

  • The teleporter must see the destination unless the specific effect grants an exception (e.g., teleport with a known sanctuary, word of recall to a pre-set point, misty step to a visible space within range)
  • Teleportation does not provoke opportunity attacks — the creature is not moving through threatened spaces, it is leaving one space and arriving in another
  • The destination must be unoccupied by another creature; arriving in an Occupied Space either fails or shunts the teleporter to the nearest unoccupied space (varies by spell)
  • Teleportation does not bypass Total Cover between origin and destination unless the spell explicitly allows it — most short-range teleports require an unobstructed path

Carrying objects and creatures:

  • A teleporting creature brings everything it is wearing and carrying
  • Some spells let you bring willing creatures (e.g., teleport allows you to bring a number of creatures up to a limit)
  • Unwilling creatures generally cannot be teleported by another creature's effect unless the spell specifies (a saving throw is usually involved)

Failure modes:

  • Mishap (per teleport spell): Long-distance teleportation to imperfectly known destinations risks a roll on a mishap table — wrong destination, off-target, or scattered
  • Antimagic and dimensional anchor: Antimagic Field suppresses teleportation; dimensional anchor prevents it entirely on the target
  • Planar barriers: Some locations (Mordenkainen's Magnificent Mansion, demiplane spells, sealed vaults) block teleportation in or out

Range categories:

  • Short: Misty step (30 ft, bonus action, visible destination)
  • Medium: Dimension door (500 ft, can bring one willing creature)
  • Long: Teleport (anywhere on the same plane, requires knowledge of destination)
  • Planar: Plane shift, gate (between planes, special requirements)