76

Yes The spell says: As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. D&D 5e co-creator Jeremy Crawford clarified on Twitter that the destination of ...


70

Spells A fair number of spells prevent teleportation; a wizard will struggle to gain access to some of them, but the skill Use Magic Device and a wand or staff will solve that. The 4th-level Sor/Wiz spell dimensional anchor [abjur] (Player's Handbook 221) for 1 min./level prevents 1 creature from using any extradimensional movement if a ranged touch attack ...


68

Yes, teleport can do that This spell instantly transports you [..] to a destination you select. [..] The destination you choose must be known to you, and it must be on the same plane of existence as you. (PHB 281) Nothing in the description of the spell states or implies that the destination must be a fixed location, like a town. A destination is ...


62

You're looking for the private sanctum spell This spell allows the caster to block all teleportation and planar travel in an area. The area is a 100ft cube for a fourth-level spell slot, a 200ft cube for a fifth-level spell slot, et cetera. Note that the player characters can use dispel magic on this, so a determined opponent would probably want to cast it ...


59

Give them a large object that they must babysit, or a prisoner they must maintain control over. If the party can escape too easily, then don't put them in a position where "escape" is a win condition. Teleport cannot affect objects larger than 10 foot square (and requires separate castings for largish objects even when they are not that large). ...


55

Ok, there's two ways to go about it. Limited use, or limited reliability. Limited Use This is simple: as a reaction, teleport up to your move. Reaction rules limits this to 1/round. Limited Reliability Follow the 3.5's Wall of Blades 'spell' example: opposed rolls. Pick a save that makes sense (might be Dexterity, for reaction, or Intelligence, for the focus ...


53

#1: Don't reveal your villains' names. The spell states (emphasis mine): When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). A villain who is aware of the Gate spell would not tell his name to others. Hence, your players cannot summon him, if they only know him as "evil wizard of the ...


51

Let them Teleport However, if they don't finish what they set out to do, the defenders of the dungeon will have time to resupply, strengthen their defenses, complete that ritual or whatever nefarious thing they're trying to accomplish. Sure the party can get away, and get a long rest, resupply and all ... but so too can the baddies. Further, if the baddies ...


50

Not directly he's claiming that since he can see it, it's known to him The player wants to teleport an item inside the dragon. If so, he can't see the destination point. Moreover, "the destination <...> known to you" in the context of this spell means some kind of a place, like a room, a square, a meadow, etc. Otherwise, a PC could be ...


44

Scenario 1, a bag of holding into a portable hole: No. When the bag of holding is placed into the portable hole, a gate is opened and the two items are sucked into it and forever lost. Essentially, they consume each other. There is no mention of anything else getting sucked into the gate or if the gate allows other creatures and objects travel to the astral ...


43

RAW, you would not be able to cast the spell. The description for the Teleportation Circle spell mentions "sigil sequence you know" several times and it includes rules on how to learn a new sequence. This confirms that the knowledge of the sequence is a component required for the spell to work. If you don't have all the components required, you cannot cast ...


43

You are allowed to do that as the DM The DM has the power to override rules. Even if a spell description does not state your scenario as a possibility, it is completely ok to insert a plot device like that. The D&D rules help you and the other players have a good time, but the rules aren't in charge. You're the DM, and you are in charge of the game. (...


42

Taking a look at the description from 5e spells that open portals to other planes such as the 9th level conjuration spell Gate: The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the ...


42

The spell says: Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. (emphasis mine). Nothing says that the creature must appear in the same room as the destination circle, so RAW they would continue to appear in the nearest unoccupied space even ...


42

Yes, technically. By RAW, teleportation does not count as movement. What counts as movement is implied in the Basic Rules in the section on Adventuring: Movement. Though not necessarily an exclusive enumeration of all possible forms of movement, this section details the following as forms of movement: walking, climbing, jumping, swimming, crawling, and ...


41

Name Level Classes Companions Thunder Step 3rd Sorcerer, Warlock, Wizard 1 Dimension Door 4th Bard, Sorcerer, Warlock, Wizard 1 Teleportation Circle 5th Bard, Sorcerer, Wizard no limit Arcane Gate 6th Sorcerer, Warlock, Wizard no limit Transport via Plants 6th Druid no limit Word of Recall 6th Cleric 4 Teleport 7th Bard, Sorcerer, Wizard 8 Plane ...


40

Yes, so long as you can see it The description of misty step (PHB, pg. 260) says: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. So long as you can see the point in the air that you wish to teleport to (and it's no more than 30 feet away from you) you should be able to teleport up to it, and your ...


39

Anyone can Misty Step into midair. Misty step just says: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. Nothing in the spell says that space has to be on the ground.


38

Two reasons. First, the various horrors and Things Man is Not Meant to Know that populate the universe in a Lovecraft Mythos game are not organised enough (against us, at least) to pull this kind of thing off as a regular tactic—if they were, the world would already be consumed, enslaved, or worse. Since we're playing a game where we investigate and try to ...


38

There is no velocity in D&D 5e and therefore no acceleration, momentum or kinetic energy. "Speed" is a resource you expend to change your position and "movement" is the act of doing this. If you are not expending speed you are not moving. Similarly, arrows and cannonballs take no time to move from their source to their destination. Also, things like ...


38

The answer here is "it depends, but likely no." This is a little philosophical, but the answer here depends on how you interpret the role of the rules. Using something like the threefold model, you can think of role-playing games as: Strictly A Game, or a more game-ist interpretation. If this is you, you likely agree with Dale M's excellent answer:...


36

If the creature is unwilling then nothing happens Dnd 5e operates on the principle that things only do what they say they do. Jeremy Crawford, lead rules designer for 5e, and known for adjudicating rulings on Twitter, has stated: Beware of claims that a rule does something mentioned nowhere in that rule or elsewhere in the core books. There aren't secret ...


35

The basic (but unwritten) rule is that spells do not do things that are not in their description. There is a price to pay for standing up and misty step and other similar spells do not waive it. But there is a way around this. (Inspired by this answer.) At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a ...


34

Prone is a condition, and the Conditions section (page 290 of the PHB) says this: A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition. Teleporting doesn't say anything about countering conditions in general or the Prone ...


34

The inside of a dragon is not a known destination he's claiming that since he can see it, it's known to him In addition to enkryptor's answer, I'd also argue that the destination is not known to the PC, as per the description of Teleport. It has a table of levels of familiarity on PHB, pg. 281, including Permanent circle, Associated object, Very familiar, ...


34

Yes, but you need to make a Charisma saving throw Distant Strike states that you: gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. Forcecage states that: If the creature tries to use teleportation or interplanar ...


32

The verbiage "Until Dispelled" and "Permanent" are functionally the same with regards to spell duration. As Jeremy Crawford indicates here. If the effect of a spell becomes permanent, it can be dispelled, unless its description says otherwise. Later this makes it into the official Sage Advice Compendium Can permanent magical effects be dispelled? Or are ...


32

A creature with a speed of zero cannot stand up. The rules for being prone say: You can't stand up if you don't have enough movement left or if your speed is 0. To move while prone, you must crawl or use magic such as teleportation. A creature with a speed of zero cannot stand up. What if the monster can teleport? This question establishes that teleporting ...


31

NPC's are not restricted to the same spells the players use. You can just say the NPC's version of teleport allow them to exclude themselves. Chapter 10, Spellcasting, points out that there are far, far more spells than those listed in the existing books. Uncounted thousands of spells have been created over the course of the multiverse's history, and many ...


29

Be a real villain Once you hit the point where you're dealing with heroes capable of casting 9th level spells, you have to be a serious threat to the world. Learn about your biggest foes and set up plans that will be accomplished by minions, that are simply spiteful to the extreme. Then tell your enemies about them. The world doesn't end when the villain ...


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