Level
4th
Casting Time
1 Action
Range/Area
500 ft.
Components
V, M *
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect
Teleportation

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."

In your place appears an enraged Deer pulled from another dimension. This deer acts immediately after you in combat, and attacks any creature that it can perceive and reach with its movement. The deer has advantage on Strength based checks, saves and attacks, is immune to fear and charm effects, and resistant to Bludgeoning, Piercing, and Slashing damage. The deer cannot be reasoned with, or soothed, and vanishes in a flash of arcane energy when reduced to 0 hit points, or after ten minutes have passed.

You can bring along objects as long as their weight doesn't exceed what you can carry, but you cannot bring along other creatures.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you. The deer will still manifest regardless.

* - (A piece of a deer, such as a bit of fur, a piece of antler, a bone, or similar.)

Spell Tags: Teleportation

Available For: Bard (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Cleric (Legacy) - Trickery Domain (Legacy)

MoWerser

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