Immediately after teleport, open the hole and get your quarry out. So, throw your bound and unconscious quarry in the hole, pick up the hole and, if your quarry doesn't spill out right away, teleport. If the creature is unconscious and bound though.? DMs call. The portable hole also does have the drawback that they can roll to escape. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as '200 feet straight downward' or 'upward to the northwest at a 45- degree angle, 300 feet. You still don't need the water and water breathing, and you still only have ten minutes before they start to suffocate. Teleportation You teleport yourself from your current location to any other spot within range. But using a Portable Hole would work as it puts the creature in an extra dimensional space. So you would just be carrying the unwilling creature in a bag. For the duration, any creature can step into the target plant and exit from the destination. You must have seen or touched the destination plant at least once before. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. It allowed the caster to teleport up to twelve creatures or objects instantly between two points. 1 2 Contents Effects Components Appendix Notes See Also Further Reading References Effects This spell was identical to the teleport spell, just more powerful. I don't think a bag of holding would work as it is just a bag that has an interior space considerably larger than its outside dimensions. Compendium search Items list Home Items Helm of Teleportation Source: 5th Edition SRD Table of Contents Attributes Helm of Teleportation Advertisement Create a free account Attributes Helm of Teleportation Requires Attunement This helm has 3 charges. 7 Mass teleport was a very rare spell used by sorcerers and wizards. 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. I think what UsurperofNessus is saying is that water breathing is still breathing and "Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate." Even fish in a fishbowl suffocate if you don't aerate the water or have enough space for natural aeration to occur faster than the fish uses up the oxygen. However, it would not be "balanced" in terms of utility against most other classes in the game.Monstrous Compendium Vol 3: Minecraft CreaturesĪ bag of holding filled with water, water breathing, and shackles? 1 Action Range/Area 10 ft Components V Duration Instantaneous School Conjuration Attack/Save None Damage/Effect 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. Will it break the game? Not likely, it is just movement after all and it would be very cool to play. Plane Shift: 7th level Conjuration spell, minimum 13th level caster (Cleric, Druid, Sorcerer, Warlock, Wizard) p. Most folks when considering "balance" are only really considering doing damage in combat.Ī 30' bonus action teleport at will (essentially Misty Step at will), would be a valuable ability and would be better than many class abilities. Teleport: 7th level Conjuration spell, minimum 13th level caster (Bard, Sorcerer, Wizard) p. However, it gives the character a much more versatile set of movement options. Even a 15' at will teleport can be extremely useful.ĭoes it let you hit things better? Not really. You can cross and avoid difficult terrain and terrain obstacles - like crossing a pit or climbing a wall (depending on the range). You can escape grapples or being restrained at will. Teleportation is a powerful and useful ability. However, the baseline low level teleportation is the 2nd level spell Misty Step (available at level 3) with a 30' range using a bonus action and preventing the casting of any other spells except cantrips on the same turn. Duration: 1 round Classes: Druid This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. Shadow monks get 60' teleport in dim light or darkness at level 6.Ī couple of races and classes get a 1/LR or 1/SR teleport either as a racial trait or as an archetype ability along the way (e.g.
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