So here's the thing, I'm a new DM so I don't have the answers to many things, and I also run for new players so sometimes stuff is a bit out of RAW, at least until I take the time to figure it out. However, something had been bugging me and I can't quite find the answer to it. One of my players is a Lvl 3 Monk, using a Homebrew Way called Way of the Soul Knife (you can find it here: http://dnd5e.*******.com/monk:soul-knife) -hope it's okay to link stuff, btw?-.
One of the options with the Psychic Slash feature is called Astral Slide, and reads as follows : You teleport the target up to 10 feet to a destination you can see. (Note that you can only use it on a Flurry of Blows unarmed strike)
However, one of the first things my player did with this was tp an enemy into a wall. I found it funny, so I authorized it, and it took, if I remember well, 1d6 of force damage because of it. But now it's practically the only thing the player does with it, and I find that a bit meh. Not that it's bad or too op (I reduced the dmg to 1d4 force damage), it's strong and reliable, but yeah I guess I feel like the solution is a bit underwhelming, and I'm not even sure if I should authorize it at all actually?
Ordinarily, teleports are only legal to unoccupied spaces. If you're going to allow teleportation into occupied spaces, you got it right - universally, the mechanic for that (found on e.g. ghostly spirits summoned by summon undead) is force damage and shunting the creature out (DM fiat where to). The only part you may have gotten wrong is that without Warlock levels to see inside the wall, the monk couldn't see into the occupied space, and so the teleport couldn't legally target where it targeted.
From a balance perspective, a "baleful teleport" should a) allow a charisma save to resist it, as that's generally what charisma saves are for, and b) cost a *lot* of ki points. Teleporting the enemy can be used to just win a fight now if e.g. the monk has a bag of holding. Don't make it easy or cheap.
(1) The inside of a wall definitely doesn't qualify as a destination that can be seen.
(2) Damage for appearing within a wall seems to scale with the effect that caused it. Teleport is 3d10 (16.5), Dimension Door is 4d6 (14), Incorporeal Movement is 1d10 (5.5). However, the player could just as easily teleport the target straight up for 1d6 fall damage, so I'd set that as the baseline.
(3) As damage, the effect isn't going to break anything, however, the ability to impose forced movement is very dangerous. Forced Teleportation, even more so. It should definitely require a saving throw, at the very least. In a worst case scenario, the player could move a target 20+ feet (using Bugbear Long Limbed trait). That's more than enough to instantly end encounters by tossing opponents off of cliffs, or into a locked cell, etc. Being able to do this dozens of times per day is a major concern.
So, my recommendation is to let them continue "phasing" targets into walls for 1d6 force damage, but add a Wisdom saving throw to minimize the potential for more serious abuse and set a size limit on the effect. You don't want them stuffing Gargantuan Ancient Dragons into weird places.
Okay, noted for the additional Ki points and the Save, I hadn't really thought about worst case scenarios yet tbh, the player didn't think about the bag of holding trick for example, they totally could have done that. Same for the size, didn't really occur yet, luckily. Also noted for the "you can't actually see into the wall", I thought about it but wasn't quite sure if it was the right judgement so thanks.
It's probably gonna end up being a case by case type of situation, but at least I have the right keys for it now ~
While there is some creative thinking that creates difficulties in whether RAW something is allowed(e.g coffeelock), a lot of homebrew is worded in a less careful way such as failing to specify that the teleport can only be to an unoccupied space. The cases in official rules where you take damage is designed as a penalty to the party for not knowing if a space is occupied.
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Hi all!
So here's the thing, I'm a new DM so I don't have the answers to many things, and I also run for new players so sometimes stuff is a bit out of RAW, at least until I take the time to figure it out. However, something had been bugging me and I can't quite find the answer to it. One of my players is a Lvl 3 Monk, using a Homebrew Way called Way of the Soul Knife (you can find it here: http://dnd5e.*******.com/monk:soul-knife) -hope it's okay to link stuff, btw?-.
One of the options with the Psychic Slash feature is called Astral Slide, and reads as follows : You teleport the target up to 10 feet to a destination you can see. (Note that you can only use it on a Flurry of Blows unarmed strike)
However, one of the first things my player did with this was tp an enemy into a wall. I found it funny, so I authorized it, and it took, if I remember well, 1d6 of force damage because of it. But now it's practically the only thing the player does with it, and I find that a bit meh. Not that it's bad or too op (I reduced the dmg to 1d4 force damage), it's strong and reliable, but yeah I guess I feel like the solution is a bit underwhelming, and I'm not even sure if I should authorize it at all actually?
So yeah, how do you guys feel about it?
Ordinarily, teleports are only legal to unoccupied spaces. If you're going to allow teleportation into occupied spaces, you got it right - universally, the mechanic for that (found on e.g. ghostly spirits summoned by summon undead) is force damage and shunting the creature out (DM fiat where to). The only part you may have gotten wrong is that without Warlock levels to see inside the wall, the monk couldn't see into the occupied space, and so the teleport couldn't legally target where it targeted.
From a balance perspective, a "baleful teleport" should a) allow a charisma save to resist it, as that's generally what charisma saves are for, and b) cost a *lot* of ki points. Teleporting the enemy can be used to just win a fight now if e.g. the monk has a bag of holding. Don't make it easy or cheap.
(1) The inside of a wall definitely doesn't qualify as a destination that can be seen.
(2) Damage for appearing within a wall seems to scale with the effect that caused it. Teleport is 3d10 (16.5), Dimension Door is 4d6 (14), Incorporeal Movement is 1d10 (5.5). However, the player could just as easily teleport the target straight up for 1d6 fall damage, so I'd set that as the baseline.
(3) As damage, the effect isn't going to break anything, however, the ability to impose forced movement is very dangerous. Forced Teleportation, even more so. It should definitely require a saving throw, at the very least. In a worst case scenario, the player could move a target 20+ feet (using Bugbear Long Limbed trait). That's more than enough to instantly end encounters by tossing opponents off of cliffs, or into a locked cell, etc. Being able to do this dozens of times per day is a major concern.
So, my recommendation is to let them continue "phasing" targets into walls for 1d6 force damage, but add a Wisdom saving throw to minimize the potential for more serious abuse and set a size limit on the effect. You don't want them stuffing Gargantuan Ancient Dragons into weird places.
Edit: +1 for costing additional ki points.
Okay, noted for the additional Ki points and the Save, I hadn't really thought about worst case scenarios yet tbh, the player didn't think about the bag of holding trick for example, they totally could have done that. Same for the size, didn't really occur yet, luckily. Also noted for the "you can't actually see into the wall", I thought about it but wasn't quite sure if it was the right judgement so thanks.
It's probably gonna end up being a case by case type of situation, but at least I have the right keys for it now ~
While there is some creative thinking that creates difficulties in whether RAW something is allowed(e.g coffeelock), a lot of homebrew is worded in a less careful way such as failing to specify that the teleport can only be to an unoccupied space. The cases in official rules where you take damage is designed as a penalty to the party for not knowing if a space is occupied.