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.
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.