![]() If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. 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. A Rogue dip lets you use your Bonus action for getting around and sneak attacking and taking advantage of being the most mobile person around.Monstrous Compendium Vol 3: Minecraft Creatures Level 4 gives Banishment, Dimension Door, and maybe teleport in fire with Wall of Fire.įor metamagic, you start with Distant Spell and probably add Quickened Spell to be able to quickly teleport around. Level 3 spells might include Blinking around, Haste to teleport across space and move faster and do more, and a Counterspell that just teleports energy to nowhere. Level 2 spells could include Misty Step to actually teleport, Blur or Mirror Image to rapidly flicker between locations, and Hold Person as a way of firming space around someone as an anti-teleport that holds them still. ![]() At Level 1 you could fluff Feather Fall as a way to teleport downwards by flickering, Expeditious Retreat as a rapid-jump teleport, Magic Missile as opening portals that shear bits of people off, or Mage Armor as something that creates defensive portals around you to deflect blows. Shadow sorcerer gives you unlimited teleportation eventually, and lets you summon a weird monster from a gate to fight for you plus conjure darkness.įor cantrips, you could use Mage Hand as a low-range teleporting objects around, or Message to open tiny portals to whisper through. I would go with sorcerer you can fluff a lot of spells as teleportation-based, and have a limited draw of spells that you turbo-power. Not quite what you are likely looking for but there you go. ![]() On a successful save, a creature takes half damage and is not knocked prone.Īt six level you can teleport as a bonus action. ![]() On a failed save a creature takes 3d6 force damage and is knocked prone. When you appear all creatures within 10 feet of you must make a Strength saving throw. Your skin hardens increasing your Armor Class by 1.Īt 14th level, when you use your ghostwater dive ability, you can choose to appear with a wave of tidal force. You are now immune to all effects that would cause you to be charmed or frightened.Īrmor of the Deep. Once you use this feature, you must finish a short or long rest before you can use it again. Now on your turn, you can use a bonus action to gain temporary hit points equal to 1d12 + your barbarian level. When you use your dredge line ability, you can attempt a grapple with each of your appendages. While raging, you now manifest two magical appendages, which may be tentacles, chains and anchors, animated rigging, or another grasping arm of your choice. After you cast a spell in this way, you can’t use this feature again until you finish a short or long rest.Īrms of the Deep. When you do so, you cast the true seeing spell, without using a spell slot or material components. You gain the ability to use echolocation. Select one of the below adaptations you manifest, during a long rest you may replace your chosen manifestation with a new option from this list.Įyes of the Deep. Moving in this way does not provoke opportunity attacks.Īt 10th level, you can manifest additional adaptations of the deep. Before or after teleporting, you can make one attack, as part of your action. You magically teleport along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space you can see. The target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be pulled up to 10 feet in a straight line towards you.īeginning at 6th level, you can burst into water then materialize somewhere else as an action. This weapon can appear as a kraken tentacle, a giant anchor, preternatural jaws, or something else based on your history.Īs a bonus action, you can use this appendage to strike at one creature of your choice that you can see within 15 feet. Starting when you choose this path at 3rd level, you manifest an extra appendage when you enter your rage. The barbarian who walks this path has survived such an encounter and has gained extraordinary abilities from the experience.Īt 3rd level when you adopt this path, you gain a swimming speed equal to your walking speed and gain the ability to breathe underwater. Encounters with the terrors of the deep can break the minds of the weak-willed, but some forge their trauma into weapons never seen above the waves.
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