So… if I am grappled or behind a see-through barrier, I can just sacrifice 15 ft of movement speed to teleport basically wherever I want as long as it’s within 15 feet of means I can see it, correct?
I know it’s not directly a warlock question, but I’m trying to map out my warlock’s eldritch invocations, and this seems like a must have.
Pact of the Blade
Familiar Friend
Pact of the Chain
Portal Jumper
Thirsting Blade
Eldritch Mind
Lifedrinker
Devouring Blade
Witch’s Sight
Tough
Edit: In heinsight, I should have probably made this a Warlock post about my eldritch invocations. Sorry.
Portal Jumper is both simple and easy to use. It can be useful for maneuvering around the battlefield without costing you anything in the action economy the way Misty Step costs you a bonus action. Mostly, it will be useful when you need to move a short distance but want a way to avoid an Opportunity Attack. Keep in mind that though it gets you around enemies/hazards, it won't actually let you move any farther on your turn; it simply lets you change 15' of walking into a 15' teleport.
Woah, i never thought of using it to avoid opportunity attacks. It sounds even better than I thought origionally!
Not to sidetrack, but I may want yo take it even sooner than what I have down for eldritch invocations currently. I was interested in using familiars more, but it sounds rather complex.
Woah, i never thought of using it to avoid opportunity attacks. It sounds even better than I thought origionally!
Not to sidetrack, but I may want yo take it even sooner than what I have down for eldritch invocations currently. I was interested in using familiars more, but it sounds rather complex.
In combat, most Familiars are fairly easy to use. They are just a second creature you have control of. The most common use for most people is to have them take the Help action to grant Advantage on an attack, but there are more creative ways to use them. Where they can get complex is when you use them in combat to create special tactics.
With Pact of the Chain, there is also the combination of using a [Tooltip Not Found] with Summon Undead to have a 1-2 punch where your familiar gives an enemy the Poisoned with its Sting and then the Putrid Undead Spirit can induce the Paralyzed on the Poisoned enemy with Rotting Claw.
Outside of combat your familiar can be a great scout, especially if they are a Sprite, Imp, or Quasit because they can turn themselves Invisible. There are also some nice upgrades to your familiars through Invocations - my personal favorite is Gift of the Ever-Living Ones which lets you maximize the dice on any healing you receive (even from hit dice on Short Rests) if your familiar is within 100 feet. It's a great pickup for a Bladelock that will be in melee a lot.
The missing link is suppose to be the quasit I believe.
As for the eldritch invocation, that’s an old one currently only available for the 5.0/2014 classes.
I should have clarified though, I meant the NEW familiar stuff like the Familiar Friend Origin Feat, Otherworldly Familiar Feat, Battle Familiars and that Flock of Familiars move.
Oh well; at least this way someone else learned somethings too!
The missing link is suppose to be the quasit I believe.
Given the subsequent reference to a "Sting" ability that imposes the Poisoned condition, I think it's more likely it was intended to be the Pseudodragon. (Imp also has a "Sting" ability but it doesn't impose that condition.)
Otherworldly Familiar as a feat can give you an imp or sprite that flies, turns invisible, and goes through walls. Now that's scouting. (And when you see through its eyes, you can teleport through doors with Portal Jumper or Misty Step).
Another fun use I found for Portal Jumper was in building a druid that has resistance to just about anything. Plasmoid species (Poison + Acid) + Sea Druid (Lightning, Thunder, Cold @10th) + Fire Shield on class spell list (Fire, no concentration, 4th level spell) + Portal Jumper (Necrotic) + Spell Resistant (Psychic + 1d6 to a save vs. magic PB/day) + Stoneskin (B/P/S, sadly requires concentration). Just need to pick up Force and Radiant off magic items (resistance rings don't need attunement!), and those are both unusual monster damage types, iirc. It's even single class with a great Wis save (and likely a decent con save and probably war caster), access to decent armor and a shield, plus good perception and great magic. Now that's what I call a tank. (That it can teleport 15' instead of moving is just a side benefit)
There is a very rare item called the Nimbus Cornet that lets you teleport 15ft on a BA. Combined with Divination magic, I was teleporting all around a murder mystery mansion looking for clues. So short range teleports shouldn't be under estimated.
It definitely sounds worth it to take portal jumper whenever possible. It wouldn't surprise me if their background became super popular for their build, as well as humans becoming more popular so they can get it in addition to whatever one their background gives. Hexk, maybe warlocks will become even more popular due to Lessons of the First Ones.
It definitely sounds worth it to take portal jumper whenever possible. It wouldn't surprise me if their background became super popular for their build, as well as humans becoming more popular so they can get it in addition to whatever one their background gives. Hexk, maybe warlocks will become even more popular due to Lessons of the First Ones.
Do people actually use backgrounds other than 'custom'? (Aside from the ones that give non-origin feats).
It definitely sounds worth it to take portal jumper whenever possible. It wouldn't surprise me if their background became super popular for their build, as well as humans becoming more popular so they can get it in addition to whatever one their background gives. Hexk, maybe warlocks will become even more popular due to Lessons of the First Ones.
Do people actually use backgrounds other than 'custom'? (Aside from the ones that give non-origin feats).
In my experience nearly everyone uses provided character options, including backgrounds, and customizing anything is fairly rare. The people on this forum aren't a particularly representative sample of the wider D&D community.
Yes, your core mechanics are spot on, though a quick point of clarification: Portal Jumper is actually an origin feat from the 2024 rules (containing the Portal Step benefit) rather than an eldritch invocation, but it interacts with movement and positioning in the exact way you are hoping.By spending 15 feet of your movement, you can instantly teleport to an unoccupied space within 15 feet. Because teleportation explicitly circumvents physical barriers and restraints without using movement types like walking or flying, it doesn't trigger opportunity attacks, allowing you to seamlessly pop out of a grapple or bypass a choke point.
There is a major catch regarding the "see-through barrier" part of your question, governed by the rules on target visibility and spell/feature targeting. While a glass wall or a clear force field lets you see the other side, standard D&D rules generally require an unobstructed path for teleportation unless the feature explicitly states otherwise. If a barrier has physical substance—even if it is transparent, like a Wall of Force or a windowpane—you usually cannot teleport through it because your destination must be in an unoccupied space you can reach without a solid barrier blocking the transition, or the rules require a clear line of effect.
Even with that limitation on solid transparent barriers, integrating a short-range teleport into your movement pool is an incredible asset for a Warlock, especially combined with your aggressive melee layout featuring Pact of the Blade, Thirsting Blade, and Lifedrinker. It completely frees up your bonus action (which you'd normally use on Misty Step), letting you weave blinks seamlessly into your attack routine while keeping your spell slots open for hexes or heavier magic.
Yes, your core mechanics are spot on, though a quick point of clarification: Portal Jumper is actually an origin feat from the 2024 rules (containing the Portal Step benefit) rather than an eldritch invocation, but it interacts with movement and positioning in the exact way you are hoping.
Every Origin Feat is effectively an eldritch invocation, since the repeatable invocation "Lessons of the First Ones" grants you an additional Origin Feat of your choice.
This is why it's better to use your own brain to understand rules than to use AI tools.
I appreciate all the information from multiple sources. It’s a complex game, and there are a lot of things not understood about it yet or mistakes made. I certainly do.
Anyway, that solves the portal jumper question for sure. My next big endeavors will be better understanding the Vestige Patron Warlock and the new familiar feats better. Then I can decide for sure if I want to purchase the material or not.
Thanks again to everyone who contributed! Feel free to add your thoughts still if you want though.
There is a major catch regarding the "see-through barrier" part of your question, governed by the rules on target visibility and spell/feature targeting. While a glass wall or a clear force field lets you see the other side, standard D&D rules generally require an unobstructed path for teleportation unless the feature explicitly states otherwise. If a barrier has physical substance—even if it is transparent, like a Wall of Force or a windowpane—you usually cannot teleport through it because your destination must be in an unoccupied space you can reach without a solid barrier blocking the transition, or the rules require a clear line of effect.
Even with that limitation on solid transparent barriers, integrating a short-range teleport into your movement pool is an incredible asset for a Warlock, especially combined with your aggressive melee layout featuring Pact of the Blade, Thirsting Blade, and Lifedrinker. It completely frees up your bonus action (which you'd normally use on Misty Step), letting you weave blinks seamlessly into your attack routine while keeping your spell slots open for hexes or heavier magic.
First of all, Portal Step isn't a spell, so it has no line of effect requirements. Line of effect is only required for spells, iirc.
Second of all, teleportation spells like Misty Step are target: self, so line of effect is guaranteed. You never need line of effect to the destination. The ending space isn't the target, you are. So no, the rules do not require you have line of effect to the destination space for any teleport effect I can think of.
So… if I am grappled or behind a see-through barrier, I can just sacrifice 15 ft of movement speed to teleport basically wherever I want as long as it’s within 15 feet of means I can see it, correct?
I know it’s not directly a warlock question, but I’m trying to map out my warlock’s eldritch invocations, and this seems like a must have.
Pact of the Blade
Familiar Friend
Pact of the Chain
Portal Jumper
Thirsting Blade
Eldritch Mind
Lifedrinker
Devouring Blade
Witch’s Sight
Tough
Edit: In heinsight, I should have probably made this a Warlock post about my eldritch invocations. Sorry.
Portal Jumper is both simple and easy to use. It can be useful for maneuvering around the battlefield without costing you anything in the action economy the way Misty Step costs you a bonus action. Mostly, it will be useful when you need to move a short distance but want a way to avoid an Opportunity Attack. Keep in mind that though it gets you around enemies/hazards, it won't actually let you move any farther on your turn; it simply lets you change 15' of walking into a 15' teleport.
Woah, i never thought of using it to avoid opportunity attacks. It sounds even better than I thought origionally!
Not to sidetrack, but I may want yo take it even sooner than what I have down for eldritch invocations currently. I was interested in using familiars more, but it sounds rather complex.
In combat, most Familiars are fairly easy to use. They are just a second creature you have control of. The most common use for most people is to have them take the Help action to grant Advantage on an attack, but there are more creative ways to use them. Where they can get complex is when you use them in combat to create special tactics.
You could use a Bat or Crab to grant yourself Blindsight to use inside effects like Fog Cloud or Darkness.
With Pact of the Chain, there is also the combination of using a [Tooltip Not Found] with Summon Undead to have a 1-2 punch where your familiar gives an enemy the Poisoned with its Sting and then the Putrid Undead Spirit can induce the Paralyzed on the Poisoned enemy with Rotting Claw.
Outside of combat your familiar can be a great scout, especially if they are a Sprite, Imp, or Quasit because they can turn themselves Invisible. There are also some nice upgrades to your familiars through Invocations - my personal favorite is Gift of the Ever-Living Ones which lets you maximize the dice on any healing you receive (even from hit dice on Short Rests) if your familiar is within 100 feet. It's a great pickup for a Bladelock that will be in melee a lot.
I can not find the second and am clueless on the first. Can you say where/what they are?
…i know this… i know this!
I KNOW THE ANSWERS! Lol, sorry. Not use to this.
The missing link is suppose to be the quasit I believe.
As for the eldritch invocation, that’s an old one currently only available for the 5.0/2014 classes.
I should have clarified though, I meant the NEW familiar stuff like the Familiar Friend Origin Feat, Otherworldly Familiar Feat, Battle Familiars and that Flock of Familiars move.
Oh well; at least this way someone else learned somethings too!
Given the subsequent reference to a "Sting" ability that imposes the Poisoned condition, I think it's more likely it was intended to be the Pseudodragon. (Imp also has a "Sting" ability but it doesn't impose that condition.)
pronouns: he/she/they
Otherworldly Familiar as a feat can give you an imp or sprite that flies, turns invisible, and goes through walls. Now that's scouting. (And when you see through its eyes, you can teleport through doors with Portal Jumper or Misty Step).
Another fun use I found for Portal Jumper was in building a druid that has resistance to just about anything. Plasmoid species (Poison + Acid) + Sea Druid (Lightning, Thunder, Cold @10th) + Fire Shield on class spell list (Fire, no concentration, 4th level spell) + Portal Jumper (Necrotic) + Spell Resistant (Psychic + 1d6 to a save vs. magic PB/day) + Stoneskin (B/P/S, sadly requires concentration). Just need to pick up Force and Radiant off magic items (resistance rings don't need attunement!), and those are both unusual monster damage types, iirc. It's even single class with a great Wis save (and likely a decent con save and probably war caster), access to decent armor and a shield, plus good perception and great magic. Now that's what I call a tank. (That it can teleport 15' instead of moving is just a side benefit)
There is a very rare item called the Nimbus Cornet that lets you teleport 15ft on a BA. Combined with Divination magic, I was teleporting all around a murder mystery mansion looking for clues. So short range teleports shouldn't be under estimated.
It definitely sounds worth it to take portal jumper whenever possible. It wouldn't surprise me if their background became super popular for their build, as well as humans becoming more popular so they can get it in addition to whatever one their background gives. Hexk, maybe warlocks will become even more popular due to Lessons of the First Ones.
Do people actually use backgrounds other than 'custom'? (Aside from the ones that give non-origin feats).
In my experience nearly everyone uses provided character options, including backgrounds, and customizing anything is fairly rare. The people on this forum aren't a particularly representative sample of the wider D&D community.
pronouns: he/she/they
Yes, your core mechanics are spot on, though a quick point of clarification: Portal Jumper is actually an origin feat from the 2024 rules (containing the Portal Step benefit) rather than an eldritch invocation, but it interacts with movement and positioning in the exact way you are hoping. By spending 15 feet of your movement, you can instantly teleport to an unoccupied space within 15 feet. Because teleportation explicitly circumvents physical barriers and restraints without using movement types like walking or flying, it doesn't trigger opportunity attacks, allowing you to seamlessly pop out of a grapple or bypass a choke point.
There is a major catch regarding the "see-through barrier" part of your question, governed by the rules on target visibility and spell/feature targeting. While a glass wall or a clear force field lets you see the other side, standard D&D rules generally require an unobstructed path for teleportation unless the feature explicitly states otherwise. If a barrier has physical substance—even if it is transparent, like a Wall of Force or a windowpane—you usually cannot teleport through it because your destination must be in an unoccupied space you can reach without a solid barrier blocking the transition, or the rules require a clear line of effect.
Even with that limitation on solid transparent barriers, integrating a short-range teleport into your movement pool is an incredible asset for a Warlock, especially combined with your aggressive melee layout featuring Pact of the Blade, Thirsting Blade, and Lifedrinker. It completely frees up your bonus action (which you'd normally use on Misty Step), letting you weave blinks seamlessly into your attack routine while keeping your spell slots open for hexes or heavier magic.
Every Origin Feat is effectively an eldritch invocation, since the repeatable invocation "Lessons of the First Ones" grants you an additional Origin Feat of your choice.
This is why it's better to use your own brain to understand rules than to use AI tools.
pronouns: he/she/they
I appreciate all the information from multiple sources. It’s a complex game, and there are a lot of things not understood about it yet or mistakes made. I certainly do.
Anyway, that solves the portal jumper question for sure. My next big endeavors will be better understanding the Vestige Patron Warlock and the new familiar feats better. Then I can decide for sure if I want to purchase the material or not.
Thanks again to everyone who contributed! Feel free to add your thoughts still if you want though.
First of all, Portal Step isn't a spell, so it has no line of effect requirements. Line of effect is only required for spells, iirc.
Second of all, teleportation spells like Misty Step are target: self, so line of effect is guaranteed. You never need line of effect to the destination. The ending space isn't the target, you are. So no, the rules do not require you have line of effect to the destination space for any teleport effect I can think of.