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Greywander
2020-04-04, 04:04 AM
Previous thread: New Movement Speed Type - Teleport Speed (https://forums.giantitp.com/showthread.php?602536-New-Movement-Speed-Type-Teleport-Speed)

I wanted to come back to this concept and do a write up of what the actual ability would look like.

Teleport Speed

Some creatures have the ability to "jump" from one location to another, moving from one place to another without passing through the space in between. This can be represented with spells, such as misty step, or with special traits, but another way to represent this ability is with a teleport speed.

Despite the name, teleport speed shouldn't be thought of as another type of movement speed, but rather as something that is used with your movement. A creature's teleport speed tells you two things about that creature: how far they can teleport in a single jump, and the total distance they can teleport on their turn. A creature can choose to spend all of their teleport speed on a single jump, or break their teleport speed into a series of smaller jumps. Because teleport speed is not a true movement speed, it is not affected by things that increase or decrease movement speeds. If you take the Dash action, it does not extend the distance you can travel in a single jump, but it does extend the total distance you can teleport by your teleport speed. For example, a creature with a teleport speed of 10 feet who takes the Dash action can still only travel up to 10 feet in a single jump, but can teleport a total distance of 20 feet during their turn.

To use a teleport speed, you must use it with another form of movement. For each foot that you teleport, you must spend 1 foot of teleport speed as well as 1 foot of the movement speed you are using. For example, instead of walking to a space that is 10 feet away, you could spend 10 feet of your walking speed along with 10 feet of your teleport speed and simply teleport to that space. Normal movement doesn't count against your teleport speed, as it is tracked separately from other movement speeds. Because using a teleport speed is still considered movement, you will still provoke opportunity attacks, however it isn't affected by difficult terrain. Furthermore, because you must use your teleport speed with another movement speed, you will be unable to teleport if your speed is reduced to 0. You must be able to see the space that you are teleporting to.

Generally, you can teleport using either a walking speed or a flying speed. Swim, climb, and burrow speeds can't be used for general teleportation. However, there are a number of notable exceptions:

To teleport from mid-air, or into the air without falling prone, you must use a fly speed. You can teleport into the air using a walk speed, but you will fall prone.
To teleport off of a climbable surface, you must use a fly or climb speed. To teleport onto a climbable surface without falling prone, you must use a climb speed. Creatures with a spiderclimb trait or similar can use their walk speed for either case instead.
To teleport into or out of water or other liquid, you must use a swim speed.
To teleport into or out of solid material, you must use a burrow speed. Furthermore, the material must be one you can burrow through.

It is possible to use several types of movement at the same time while teleporting. For example, to teleport out of water and onto a climbable surface would require using both your swim and climb speeds. This doesn't cost you any additional movement, but you must have enough movement remaining from both speeds to cover the full distance of the jump.

For player characters, such as a custom race or class, a teleport speed of 10 feet at 1st level is recommended. Remember, the farther a character can teleport in a single jump, the more types of obstacles they can trivialize.

Special Traits for Teleporting Creatures

A creature with a teleport speed might have one of the following traits that enhances the way they can use that speed:

Flash Step. When you use your teleport to speed to jump a distance of 5 feet or less, it doesn't require you to spend any of your teleport speed. You may jump these short distances even if you don't have any teleport speed remaining. You must still spend movement speed as normal.

Mobile Stasis. You are unable to move except by teleportation. However, you don't spend any of your teleport speed when you teleport, allowing you to continue teleporting as long as you have remaining movement.

Unstable Blind Teleport. You can teleport to a space you can't see. When you do so, roll a die, and on an even number you jump to the space you intended. On an odd number, you teleport to a random space nearby your intended target (usually within half the distance of the jump). If you end up inside an object, you take 1d10 force damage and return to your original location.

Precise Blind Teleport. You can teleport to a space you can't see. If you end up inside an object, you take 1d10 force damage and return to your original location.

Swift Teleport. Your movement doesn't provoke opportunity attacks when using your teleport speed.

Long Teleport. When you take the Dash action, it extends the distance you can travel in one jump by your teleport speed.

Hole in Space. Rather than fully moving to a new space, you reach through a hole in space to interact with something before pulling back. After you use your teleport speed but before you use any more movement, you may use a reaction to return to your original location without spending any movement.

Greywander
2020-04-09, 04:06 AM
I didn't want to let this die, and wanted to also propose some ways this could be implemented in game.

The first is to take the high elf racial trait Fey Teleportation and replace the 1/day Misty Step with gaining a 10 foot teleport speed. The trade-off is that you can teleport all day, but Misty Step is a much more effective teleport (but just for one jump).

But lets see if we can homebrew a new elf subrace with a native teleport speed:


Lost Elves

The lost elves are a subrace of elves shrouded in mystery. There are no records of them having ever existed, and none of the ancient beings in the world know of them. Even the lost elves themselves do not remember their origin, only that they came from a place that is now lost to them.

While not many even know of the lost elves, theories abound among a tight knit group of scholars that have studied them. What little is known is that they have an affinity for the manipulation of space and time. The prevailing theory is that they abused these abilities and it sent their kingdom to another dimension, such as the Feywild, Astral Plane, or even the Far Realm, and simultaneously wiped that kingdom's existence from the minds and books of everyone who remained, leaving no trace. Another common theory is that they come from somewhere outside the Material Plane, and the journey caused them to lose their memories of their home. The most conspiratorial theory is that lost elves are actually powerful aberrations from the Far Realm who have adopted humanoid forms, and are either feigning ignorance or else suppressing the knowledge of what they truly are. A fourth, disturbingly plausible theory is that the lost elves were created by the dream of a powerful aberration, perhaps a beholder, and spawned into existence by that dream. As they awoke from the dream, the memory of it faded away. Lost elves sometimes report seeing their home again should they allow themselves to dream, but the memory always slips away when they wake.

Lost elves are a bit taller and thinner than other elves, with pale gray skin and dark hair. Their acute sense of space and distance make them excellent architects and cartographers.

Lost Elf Traits

Lost elves are a subrace of elves. In addition to the elf traits, lost elves also have the following traits:

Ability Score Increase. Your intelligence increases by 1 point.

Teleportation. You have a teleport speed of 10 feet.

Chronesthetics. You have an acute sense of both time and space. You are acutely sensitive to changes in your location or direction, making it almost impossible for you to get lost. Even if teleported or transported while unconscious, you always know where you are relative to where you've been. You can also accurately measure distances and lengths by sight alone. You also have an unerring sense of the passage of time, even while unconscious.

Racial Feat: Fey Geometry
Prerequisite: Elf (lost)

Your teleport speed increases by 20 feet, and you can teleport to a space you can't see. If you end up inside an object, you take 1d10 force damage and return to your original location.
Furthermore, your chronesthetic senses are so sharp that you can navigate areas with non-standard geometry with little trouble.