Flux Capacitance Image

You gain the ability to use all of your movement in one second, triggering a reaction that warps you to a location that may otherwise be unreachable. As long as you have seen the location recently and you can move 130 ft, you are able to teleport anywhere within a radius of half your total remaining movement.

Arriving at the area of interest causes a small thunderclap sound that can be heard from 30 feet away in an open space. The sound is surprising to unsuspecting creatures. Within 10 ft of your teleported position, creatures of your size or smaller that do not expect you must make a DC13 wisdom saving throw or cannot take reactions this turn.

  • You gain 5 ft to your speed.
  • If you can move at least 130 ft in your turn (movement+dash is okay), you can instead, teleport up to half of that total distance.
    • You may bring one person with you. They must be within 5 ft of your starting position, and you must be able to move at least 130 ft from that point. When taking others, your teleport distance is decreased by 10 ft.
      • If taking a willing creature of your size or smaller, no roll or action is required.
      • If trying to take an unwilling creature, you must successfully grapple them first. If there is impact from momentum, to maintain your grapple you must succeed a DC10 strength check.

Rules to Teleportation:

  • Once you use teleport with this feature, you cannot use it again until you move 0 ft in a turn.
  • If the space is occupied, you still teleport into the space but get pushed away up to 10 ft, in the direction of the DMs choosing. You take 2d6 force damage from the failed teleport, and possibly additional damage should you crash into others, walls, etc.
  • You can teleport with this feature a number of times equal to your CON score - 10
    • Additional usage can cause detrimental effects on your body, which the DM will decide
    • A short rest can replenish 2 uses as a substitution for 1 hit die of recovery.

Teleportation in Combat:

Teleportation requires concentration in order to land precisely at your target, which is made difficult in combat. Roll 1d6 to determine when you arrive and your condition upon arrival.

  • 1 second:
    • you gain advantage on attack rolls until the end of your next turn.
  • 2-3 seconds:
    • you did it! no penalties nor bonuses take place.
  • 4-5 seconds:
    • your momentum carries you 10ft in the direction of the DMs choosing, possibly causing opportunity attacks or crash damage.
  • 6 seconds:
    • you are groggy and have disadvantage on attack rolls until the end of your next turn.

Previous Versions

Name Date Modified Views Adds Version Actions
6/14/2020 12:41:10 AM
2
0
5
Coming Soon
6/14/2020 7:20:30 PM
4
0
--
Coming Soon
7/19/2020 9:28:21 PM
28
1
--
Coming Soon
7/19/2020 9:32:16 PM
16
0
0.1
Coming Soon
Flux Capacitance Image

Comments

Posts Quoted:
Reply
Clear All Quotes