I've noticed that basically everything in the new rules can teleport. Moon druids teleport, Soul knives teleport, Archfey warlocks do nothing except teleport, the Moon bards can teleport, World Tree barbs teleport, Fey Wanderers teleport, the UA Conjurers teleport, Noble Genies teleport, Cartographers teleport. It's very boring and excessive.
This list doesn't even include older things that can teleport, like the Circle of Wildfire, Fathomless warlock, Wild Magic barbs (sometimes), Shadow Monks, and Shadow Sorcerers.
Obviously, teleportation is fun and flavorful, but I think it's getting a bit extreme.
I THINK OP is wanting more unique options especially due to the influx of so many teleportation options in Heroes of Faerun in particular.
Exactly. Teleportation is cool if you want a mobility-based subclass, but when Archfeys lose ALMOST ALL of their fun features just to cast Misty Step a bunch, it gets really boring. Conjurers are really suffering from the teleportation issue. Creating objects fits the theme much better than teleportation, even if teleport spells are Conjuration.
I've always thought teleportation spells being in Conjuration felt weird. I don't think any of the other existing schools is really a better fit, but I think teleportation (and other movement stuff like Longstrider and maybe even Haste) deserve to have their own school and their own Wizard subclass separate from Conjuration.
That would be really cool. Someone needs to come up with a name for that school.
Transposition. All about getting from one point to another, in place, order, or possibly even time. (And in the case of bards, pitch)
Spells that teleport self/others, spells that move self/others, spells that move or teleport objects. Telekinesis would fit right at home there too.
Teleportation has always been fairly common place in 5th edition, it's not new to the 2024 rules. Imo it's neither boring (teleportation encourages interesting movement) nor excessive
?? No, it hasn't. It has progressively become more common. It's just lazy game design at this point.
I dont understand why teleportation is being singled out. Magic is easily accessible to every player character through the magic initiate origijn feat through a background. And If that pc's spellcasting ability is important, theb at level 4, a high-value feat is FeyTouched, adding a +1 to a mental.score and giving mistystep and a level 1 spell, voth of which can be cast for free once per ling rest, as well as with a slot.
The rules describe a "magic is everywhere" (at least for the players) kind of world.
Furthermore, if the most common way nonmagical pc's get misty step is fey touched, then they can only ever cast it once per long rest. And most importantly, its a utility spell, does no damage, only teleports the caster, and only teleports 30 feet or less.
Nothing about this checks any "this is overpowered" box.
This is why I focused on teleportation: If you do a quick count of all of the features that say something along the lines of "you always have Misty Step prepared, and you can cast it without a slot X times", or "as a bonus action, you can teleport 30 feet and get all of these other fun buffs", you'll see that there are A LOT, but how often does a subclass say "you always have [Insert random spell] like Burning Hands, Longstrider, or Mage Armor, and you can cast it without a slot X times.
Just because magic is everywhere doesn't mean teleportation should be everywhere.
I agree with the OP that teleportation has become too widely available. It does seem that every single character can now just teleport out of any dangerous situation. Get grappled, teleport. About to be swallowed whole, nope, just teleport. Need to climb, nope, just teleport. Need to move out of the enemy's range, just teleport. Find a trap, teleport past it. Get arrested, teleport out of the restraints and onto the nearest rooftop. Need to infiltrate a fortress, just teleport in through any opening large enough to see thru. Why talk your way past anyone, just teleport.
If you really think about it, if teleportation really was that common, the world would look much different. Castles wouldn't use arrow slits, because it becomes an easy way for attackers to just teleport in. Buildings would stop having windows, for the same reason. As for those that might say, "well, only PCs are special no one else gets that", I would point out that's a really poor design. Even if just 1 in a 100 of the population could do it (a town of a thousand would mean 10), that would still be enough to cause major changes in the design of structures. Just one teleporting thief or murderer would cause major changes in how cities/towns/villages do things.
Although not how the conversation started, I will also point out that a lot of people don't like how the game is turning every character into a spellcaster. I understand there's a population that likes the idea of a gish, but that's just a small subset of the whole player base - yet the designers definitely seem to have taken the entire game into that direction.
There are way too many players with characters who can now wear full plate + shield and can toss a shield spell and even a blur on top of those to make them nearly invulnerable. It is becoming a plague within the game.
I agree with the OP that teleportation has become too widely available. It does seem that every single character can now just teleport out of any dangerous situation. Get grappled, teleport. About to be swallowed whole, nope, just teleport. Need to climb, nope, just teleport. Need to move out of the enemy's range, just teleport. Find a trap, teleport past it. Get arrested, teleport out of the restraints and onto the nearest rooftop. Need to infiltrate a fortress, just teleport in through any opening large enough to see thru. Why talk your way past anyone, just teleport.
The thing is, if you take one of the new bamfing subclasses like Archfey warlock, that's basically all you get out of that subclass -- the ability to short-range teleport, with some extra buffs attached to the teleport
It's "widely available" in the sense that more classes have subclass options based around teleporting, but that doesn't mean everyone in the party's going to take one of those subclasses, or have the ability to teleport. I doubt the actual percentage of 5e24 characters who can do misty step-like things will go up significantly from 5e14 -- if you wanted that kind of character, you could already make it before. You just have more (and better) ways to do it now
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Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid) PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I agree with the OP that teleportation has become too widely available. It does seem that every single character can now just teleport out of any dangerous situation. Get grappled, teleport. About to be swallowed whole, nope, just teleport. Need to climb, nope, just teleport. Need to move out of the enemy's range, just teleport. Find a trap, teleport past it. Get arrested, teleport out of the restraints and onto the nearest rooftop. Need to infiltrate a fortress, just teleport in through any opening large enough to see thru. Why talk your way past anyone, just teleport.
The thing is, if you take one of the new bamfing subclasses like Archfey warlock, that's basically all you get out of that subclass -- the ability to short-range teleport, with some extra buffs attached to the teleport
It's "widely available" in the sense that more classes have subclass options based around teleporting, but that doesn't mean everyone in the party's going to take one of those subclasses, or have the ability to teleport. I doubt the actual percentage of 5e24 characters who can do misty step-like things will go up significantly from 5e14 -- if you wanted that kind of character, you could already make it before. You just have more (and better) ways to do it now
Let's not forget that certain species got teleportation as well.
I am playing in a campaign now, that at one point, 3 out of the 5 characters could misty step (or equivalent).
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Playing D&D since 1982
Have played every version of the game since Basic (original Red Box Set), except that abomination sometimes called 4e.
From a level design perspective, this is a non-issue. A distance you can chuck a rock across is not supposed to be a major obstacle across all tiers of play, and most subclasses with a basic teleport trick don’t get it until they’re into second or even third tier. Plus, the teleports are nearly always self only, so unless everyone in the party has one- and I have yet to be in one where that’s the case- the group still needs to work out how others are getting around the obstacle.
most subclasses with a basic teleport trick don’t get it until they’re into second or even third tier.
Archfey warlock and Cartographer artificer both get it right from the jump (cough) at level 3
If we were only talking about level 6 or level 10 features, this thread wouldn't exist
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Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid) PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
From a level design perspective, this is a non-issue. A distance you can chuck a rock across is not supposed to be a major obstacle across all tiers of play, and most subclasses with a basic teleport trick don’t get it until they’re into second or even third tier. Plus, the teleports are nearly always self only, so unless everyone in the party has one- and I have yet to be in one where that’s the case- the group still needs to work out how others are getting around the obstacle.
its a utility spell, does no damage, only teleports the caster, and only teleports 30 feet or less.
Nothing about this checks any "this is overpowered" box.
If you do a quick count of all of the features that say something along the lines of "you always have Misty Step prepared, and you can cast it without a slot X times"
Did you do a count? Not sure how many classes allow, say, 3 or more slot-free castings of Misty-Step per long rest. But it doesn't feel like that many.
And again, more importantly, if it was overpowered, everyone would be playing these subclasses.
I don't think I've ever see the same character cast misty step more than once in a single combat.
The new Cartographer subclass of Artificers has a lot of teleport stuff. but they also do NOT have much in the way of damage infliction. They are a support class. I can't imagine a scenario where cartographer breaks the game.
Have you seen something where teleportation causes problems in game balance?
I don't care about causing issues with game balance or trivializing encounters, it's just not fun when EVERYTHING teleports. In my post, I have a rather large list of all of the things that teleport, which I will copy here:
Moon druids teleport, Soul knives teleport, Archfey warlocks do nothing except teleport, the Moon bards can teleport, World Tree barbs teleport, Fey Wanderers teleport, the UA Conjurers teleport (more and earlier than 2014), Noble Genies teleport, Cartographers teleport, Circle of Wildfire, Fathomless warlock, Wild Magic barbs (sometimes), Shadow Monks, and Shadow Sorcerers, Psi Warpers, and CLOUD GOLIATHS (I understand that cloud giants have Misty Step, but they could have gone with something FUN, like Feather fall).
most subclasses with a basic teleport trick don’t get it until they’re into second or even third tier.
Archfey warlock and Cartographer artificer both get it right from the jump (cough) at level 3
If we were only talking about level 6 or level 10 features, this thread wouldn't exist
Warlocks already can do Misty Step at that point, just like Wizards and Sorcerers. That’s not a subclass thing, it’s just being a caster. So we’ve got a whopping 1 example of a core subclass jumping the queue.
most subclasses with a basic teleport trick don’t get it until they’re into second or even third tier.
Archfey warlock and Cartographer artificer both get it right from the jump (cough) at level 3
If we were only talking about level 6 or level 10 features, this thread wouldn't exist
Warlocks already can do Misty Step at that point, just like Wizards and Sorcerers. That’s not a subclass thing, it’s just being a caster. So we’ve got a whopping 1 example of a core subclass jumping the queue.
Warlocks generally aren't going to use their scant slots on misty step unless they absolutely have to. Many won't even take it as a spell at all for that reason
Archfey getting CHA mod extra uses without using a slot is a massive increase
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid) PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
most subclasses with a basic teleport trick don’t get it until they’re into second or even third tier.
Archfey warlock and Cartographer artificer both get it right from the jump (cough) at level 3
If we were only talking about level 6 or level 10 features, this thread wouldn't exist
Warlocks already can do Misty Step at that point, just like Wizards and Sorcerers. That’s not a subclass thing, it’s just being a caster. So we’ve got a whopping 1 example of a core subclass jumping the queue.
Warlocks generally aren't going to use their scant slots on misty step unless they absolutely have to. Most won't even take it as a spell for that reason
Archfey getting CHA mod extra uses without using a slot is a massive increase
3 is notable, not massive, and the point remains that it’s something that’s already in the basic class kit at the level this comes online.
most subclasses with a basic teleport trick don’t get it until they’re into second or even third tier.
Archfey warlock and Cartographer artificer both get it right from the jump (cough) at level 3
If we were only talking about level 6 or level 10 features, this thread wouldn't exist
Warlocks already can do Misty Step at that point, just like Wizards and Sorcerers. That’s not a subclass thing, it’s just being a caster. So we’ve got a whopping 1 example of a core subclass jumping the queue.
Warlocks generally aren't going to use their scant slots on misty step unless they absolutely have to. Most won't even take it as a spell for that reason
Archfey getting CHA mod extra uses without using a slot is a massive increase
3 is notable, not massive, and the point remains that it’s something that’s already in the basic class kit at the level this comes online.
Except that wasn't your original point, but whatever
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Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid) PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
most subclasses with a basic teleport trick don’t get it until they’re into second or even third tier.
Archfey warlock and Cartographer artificer both get it right from the jump (cough) at level 3
If we were only talking about level 6 or level 10 features, this thread wouldn't exist
Warlocks already can do Misty Step at that point, just like Wizards and Sorcerers. That’s not a subclass thing, it’s just being a caster. So we’ve got a whopping 1 example of a core subclass jumping the queue.
Warlocks generally aren't going to use their scant slots on misty step unless they absolutely have to. Most won't even take it as a spell for that reason
Archfey getting CHA mod extra uses without using a slot is a massive increase
3 is notable, not massive, and the point remains that it’s something that’s already in the basic class kit at the level this comes online.
Except that wasn't your original point, but whatever
I assumed people would infer that gaining a spell with your spell slots at a level is distinct from gaining the capability from secondary features without my needing to spell the distinction out.
I assumed people would infer that gaining a spell with your spell slots at a level is distinct from gaining the capability from secondary features without my needing to spell the distinction out.
I was responding to this
most subclasses with a basic teleport trick don’t get it until they’re into second or even third tier
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Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid) PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Teleportation has always been fairly common place in 5th edition, it's not new to the 2024 rules. Imo it's neither boring (teleportation encourages interesting movement) nor excessive
?? No, it hasn't. It has progressively become more common. It's just lazy game design at this point.
I can confirm as someone who played 3.0 and 3.5 like crazy. Teleportation was fairly common. As were people playing classes that got it. Wasn't until I started playing Pathfinder, and then 5e 2014 (when it came out) that I was like "Oh wow, nobody is teleporting that much" Then towards end of 2014 Rules, and more so with 2024 Rules I am like "Ah good old days. Its like everyone has found a way to have Dimension Hop again. Classic D&D Players. Love them."
ALSO for anyone complaining about OAs, you have NO Idea how good players have it in 5e with NOT getting OA'd.. hot damn. I remember being completely flabbergasted for like the first year of 5e existing, about the LOSS of the like 10 ways to trigger an OA. And the lack of Feats or abilities that would give you even more OAs per turn. Shit Monks had to straight up take a Feat to not Trigger OA when Attacking.. cause Unarmed Strikes use to trigger... you know the ENTIRE thing Monks do?
Hell, if you were in Reach of something, you had to ask yourself 1 Question. "Am I going to do anything other than attack with melee weapon on my turn?" If the answer was yes, there was a solid 95% chance you were getting OA'd. If the Answer was no, you were not getting OA'd. Except when fighting something that got to attack you back if you attacked it. In which case, the answer was 100% getting OA'd no matter how you answered the question.
Teleportation has always been fairly common place in 5th edition, it's not new to the 2024 rules. Imo it's neither boring (teleportation encourages interesting movement) nor excessive
?? No, it hasn't. It has progressively become more common. It's just lazy game design at this point.
I can confirm as someone who played 3.0 and 3.5 like crazy. Teleportation was fairly common. As were people playing classes that got it. Wasn't until I started playing Pathfinder, and then 5e 2014 (when it came out) that I was like "Oh wow, nobody is teleporting that much" Then towards end of 2014 Rules, and more so with 2024 Rules I am like "Ah good old days. Its like everyone has found a way to have Dimension Hop again. Classic D&D Players. Love them."
ALSO for anyone complaining about OAs, you have NO Idea how good players have it in 5e with NOT getting OA'd.. hot damn. I remember being completely flabbergasted for like the first year of 5e existing, about the LOSS of the like 10 ways to trigger an OA. And the lack of Feats or abilities that would give you even more OAs per turn. Shit Monks had to straight up take a Feat to not Trigger OA when Attacking.. cause Unarmed Strikes use to trigger... you know the ENTIRE thing Monks do?
Hell, if you were in Reach of something, you had to ask yourself 1 Question. "Am I going to do anything other than attack with melee weapon on my turn?" If the answer was yes, there was a solid 95% chance you were getting OA'd. If the Answer was no, you were not getting OA'd. Except when fighting something that got to attack you back if you attacked it. In which case, the answer was 100% getting OA'd no matter how you answered the question.
First off, monks never provoked Attacks of Opportuntiy from their unarmed strikes (they gained a 1st level ability that allowed them to make unarmed strikes WITHOUT provoking them).
Second, teleportation, especially short jumps in combat (Misty Step style) is FAR more common in 5e then ALL previous editions of the game - combined. The Misty Step spell didn't even exist in previous editions. There are FAR more spells that allow teleportation in 5e than in previous editions, and you can gain the ability to teleport just by picking the right race or feat. That also wasn't a thing in previous editions. Then 5e24 went and gave it to even more species and subclasses.
In 5e24 every combat is like watching a flea circus with how much teleporting occurs.
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Playing D&D since 1982
Have played every version of the game since Basic (original Red Box Set), except that abomination sometimes called 4e.
In 5e24 every combat is like watching a flea circus with how much teleporting occurs.
That has not been my experience at all. And I've played an Archfey warlock
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Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid) PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Teleportation has always been fairly common place in 5th edition, it's not new to the 2024 rules. Imo it's neither boring (teleportation encourages interesting movement) nor excessive
?? No, it hasn't. It has progressively become more common. It's just lazy game design at this point.
I can confirm as someone who played 3.0 and 3.5 like crazy. Teleportation was fairly common. As were people playing classes that got it. Wasn't until I started playing Pathfinder, and then 5e 2014 (when it came out) that I was like "Oh wow, nobody is teleporting that much" Then towards end of 2014 Rules, and more so with 2024 Rules I am like "Ah good old days. Its like everyone has found a way to have Dimension Hop again. Classic D&D Players. Love them."
ALSO for anyone complaining about OAs, you have NO Idea how good players have it in 5e with NOT getting OA'd.. hot damn. I remember being completely flabbergasted for like the first year of 5e existing, about the LOSS of the like 10 ways to trigger an OA. And the lack of Feats or abilities that would give you even more OAs per turn. Shit Monks had to straight up take a Feat to not Trigger OA when Attacking.. cause Unarmed Strikes use to trigger... you know the ENTIRE thing Monks do?
Hell, if you were in Reach of something, you had to ask yourself 1 Question. "Am I going to do anything other than attack with melee weapon on my turn?" If the answer was yes, there was a solid 95% chance you were getting OA'd. If the Answer was no, you were not getting OA'd. Except when fighting something that got to attack you back if you attacked it. In which case, the answer was 100% getting OA'd no matter how you answered the question.
First off, monks never provoked Attacks of Opportuntiy from their unarmed strikes (they gained a 1st level ability that allowed them to make unarmed strikes WITHOUT provoking them).
Second, teleportation, especially short jumps in combat (Misty Step style) is FAR more common in 5e then ALL previous editions of the game - combined. The Misty Step spell didn't even exist in previous editions. There are FAR more spells that allow teleportation in 5e than in previous editions, and you can gain the ability to teleport just by picking the right race or feat. That also wasn't a thing in previous editions. Then 5e24 went and gave it to even more species and subclasses.
In 5e24 every combat is like watching a flea circus with how much teleporting occurs.
You mean the feature that gives you the FEAT required for them not to trigger? Still having to take a Feat.
There very much was short range teleporting in older editions.
In 3.5 had several short range spells, most of which were 2nd or 3rd level. Dimension Hop was a thing. It was a 2nd Level Short Range Teleport whose distance was 5 feet per 2 caster levels. There was also Dimension Slide, which was Short Range Teleport of 25 feet + 5 feet per 2 caster levels. The Spell Dimension Step, also a short range Teleport. Benign Transposition was a 1st level short range teleport spell, that swapped two creatures around via teleportation magic. Dimension Leap, which was short range 10 feet /caster level. Knight's Move which was Short Range Teleport with same range as Dimension Hop. (Its almost like they just combined all the Short Range ones into a singular spell for 5e, and called it Misty Step)
There was also the feat known as Dimensional Jaunt. Conjurer focused Wizard could Abrupt Jaunt which was ALSO a Short Range Teleport.
Plus at LEAST Half a Dozen Low Rarity / Low Cost Magic Items.
Those are just the SHORT Range options off the top of my head. That don't even BEGIN to scratch the surface of teleportation magic. Wanna try again on Short Range Teleporting not being a thing or abundant before 5e?
You forgot Shadow Monk, who can also teleport.
Transposition. All about getting from one point to another, in place, order, or possibly even time. (And in the case of bards, pitch)
Spells that teleport self/others, spells that move self/others, spells that move or teleport objects. Telekinesis would fit right at home there too.
?? No, it hasn't. It has progressively become more common. It's just lazy game design at this point.
This is why I focused on teleportation: If you do a quick count of all of the features that say something along the lines of "you always have Misty Step prepared, and you can cast it without a slot X times", or "as a bonus action, you can teleport 30 feet and get all of these other fun buffs", you'll see that there are A LOT, but how often does a subclass say "you always have [Insert random spell] like Burning Hands, Longstrider, or Mage Armor, and you can cast it without a slot X times.
Just because magic is everywhere doesn't mean teleportation should be everywhere.
I agree with the OP that teleportation has become too widely available. It does seem that every single character can now just teleport out of any dangerous situation. Get grappled, teleport. About to be swallowed whole, nope, just teleport. Need to climb, nope, just teleport. Need to move out of the enemy's range, just teleport. Find a trap, teleport past it. Get arrested, teleport out of the restraints and onto the nearest rooftop. Need to infiltrate a fortress, just teleport in through any opening large enough to see thru. Why talk your way past anyone, just teleport.
If you really think about it, if teleportation really was that common, the world would look much different. Castles wouldn't use arrow slits, because it becomes an easy way for attackers to just teleport in. Buildings would stop having windows, for the same reason. As for those that might say, "well, only PCs are special no one else gets that", I would point out that's a really poor design. Even if just 1 in a 100 of the population could do it (a town of a thousand would mean 10), that would still be enough to cause major changes in the design of structures. Just one teleporting thief or murderer would cause major changes in how cities/towns/villages do things.
Although not how the conversation started, I will also point out that a lot of people don't like how the game is turning every character into a spellcaster. I understand there's a population that likes the idea of a gish, but that's just a small subset of the whole player base - yet the designers definitely seem to have taken the entire game into that direction.
There are way too many players with characters who can now wear full plate + shield and can toss a shield spell and even a blur on top of those to make them nearly invulnerable. It is becoming a plague within the game.
Playing D&D since 1982
Have played every version of the game since Basic (original Red Box Set), except that abomination sometimes called 4e.
The thing is, if you take one of the new bamfing subclasses like Archfey warlock, that's basically all you get out of that subclass -- the ability to short-range teleport, with some extra buffs attached to the teleport
It's "widely available" in the sense that more classes have subclass options based around teleporting, but that doesn't mean everyone in the party's going to take one of those subclasses, or have the ability to teleport. I doubt the actual percentage of 5e24 characters who can do misty step-like things will go up significantly from 5e14 -- if you wanted that kind of character, you could already make it before. You just have more (and better) ways to do it now
Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid)
PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Let's not forget that certain species got teleportation as well.
I am playing in a campaign now, that at one point, 3 out of the 5 characters could misty step (or equivalent).
Playing D&D since 1982
Have played every version of the game since Basic (original Red Box Set), except that abomination sometimes called 4e.
From a level design perspective, this is a non-issue. A distance you can chuck a rock across is not supposed to be a major obstacle across all tiers of play, and most subclasses with a basic teleport trick don’t get it until they’re into second or even third tier. Plus, the teleports are nearly always self only, so unless everyone in the party has one- and I have yet to be in one where that’s the case- the group still needs to work out how others are getting around the obstacle.
Archfey warlock and Cartographer artificer both get it right from the jump (cough) at level 3
If we were only talking about level 6 or level 10 features, this thread wouldn't exist
Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid)
PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I don't care about causing issues with game balance or trivializing encounters, it's just not fun when EVERYTHING teleports. In my post, I have a rather large list of all of the things that teleport, which I will copy here:
Moon druids teleport, Soul knives teleport, Archfey warlocks do nothing except teleport, the Moon bards can teleport, World Tree barbs teleport, Fey Wanderers teleport, the UA Conjurers teleport (more and earlier than 2014), Noble Genies teleport, Cartographers teleport, Circle of Wildfire, Fathomless warlock, Wild Magic barbs (sometimes), Shadow Monks, and Shadow Sorcerers, Psi Warpers, and CLOUD GOLIATHS (I understand that cloud giants have Misty Step, but they could have gone with something FUN, like Feather fall).
Warlocks already can do Misty Step at that point, just like Wizards and Sorcerers. That’s not a subclass thing, it’s just being a caster. So we’ve got a whopping 1 example of a core subclass jumping the queue.
Warlocks generally aren't going to use their scant slots on misty step unless they absolutely have to. Many won't even take it as a spell at all for that reason
Archfey getting CHA mod extra uses without using a slot is a massive increase
Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid)
PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
3 is notable, not massive, and the point remains that it’s something that’s already in the basic class kit at the level this comes online.
Except that wasn't your original point, but whatever
Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid)
PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I assumed people would infer that gaining a spell with your spell slots at a level is distinct from gaining the capability from secondary features without my needing to spell the distinction out.
I was responding to this
Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid)
PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I can confirm as someone who played 3.0 and 3.5 like crazy. Teleportation was fairly common. As were people playing classes that got it. Wasn't until I started playing Pathfinder, and then 5e 2014 (when it came out) that I was like "Oh wow, nobody is teleporting that much" Then towards end of 2014 Rules, and more so with 2024 Rules I am like "Ah good old days. Its like everyone has found a way to have Dimension Hop again. Classic D&D Players. Love them."
ALSO for anyone complaining about OAs, you have NO Idea how good players have it in 5e with NOT getting OA'd.. hot damn. I remember being completely flabbergasted for like the first year of 5e existing, about the LOSS of the like 10 ways to trigger an OA. And the lack of Feats or abilities that would give you even more OAs per turn. Shit Monks had to straight up take a Feat to not Trigger OA when Attacking.. cause Unarmed Strikes use to trigger... you know the ENTIRE thing Monks do?
Hell, if you were in Reach of something, you had to ask yourself 1 Question. "Am I going to do anything other than attack with melee weapon on my turn?" If the answer was yes, there was a solid 95% chance you were getting OA'd. If the Answer was no, you were not getting OA'd. Except when fighting something that got to attack you back if you attacked it. In which case, the answer was 100% getting OA'd no matter how you answered the question.
"Not getting cut into bloody littles slices, That's the key to a sound plan."
First off, monks never provoked Attacks of Opportuntiy from their unarmed strikes (they gained a 1st level ability that allowed them to make unarmed strikes WITHOUT provoking them).
Second, teleportation, especially short jumps in combat (Misty Step style) is FAR more common in 5e then ALL previous editions of the game - combined. The Misty Step spell didn't even exist in previous editions. There are FAR more spells that allow teleportation in 5e than in previous editions, and you can gain the ability to teleport just by picking the right race or feat. That also wasn't a thing in previous editions. Then 5e24 went and gave it to even more species and subclasses.
In 5e24 every combat is like watching a flea circus with how much teleporting occurs.
Playing D&D since 1982
Have played every version of the game since Basic (original Red Box Set), except that abomination sometimes called 4e.
That has not been my experience at all. And I've played an Archfey warlock
Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid)
PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
You mean the feature that gives you the FEAT required for them not to trigger? Still having to take a Feat.
There very much was short range teleporting in older editions.
In 3.5 had several short range spells, most of which were 2nd or 3rd level. Dimension Hop was a thing. It was a 2nd Level Short Range Teleport whose distance was 5 feet per 2 caster levels. There was also Dimension Slide, which was Short Range Teleport of 25 feet + 5 feet per 2 caster levels. The Spell Dimension Step, also a short range Teleport. Benign Transposition was a 1st level short range teleport spell, that swapped two creatures around via teleportation magic. Dimension Leap, which was short range 10 feet /caster level. Knight's Move which was Short Range Teleport with same range as Dimension Hop. (Its almost like they just combined all the Short Range ones into a singular spell for 5e, and called it Misty Step)
There was also the feat known as Dimensional Jaunt. Conjurer focused Wizard could Abrupt Jaunt which was ALSO a Short Range Teleport.
Plus at LEAST Half a Dozen Low Rarity / Low Cost Magic Items.
Those are just the SHORT Range options off the top of my head. That don't even BEGIN to scratch the surface of teleportation magic. Wanna try again on Short Range Teleporting not being a thing or abundant before 5e?
"Not getting cut into bloody littles slices, That's the key to a sound plan."