Level
5th
Casting Time
1 Bonus Action Ritual
Range/Area
Touch
Components
V
Duration
Instantaneous
School
Conjuration
Attack/Save
CHA Save
Damage/Effect
Teleportation

You teleport yourself or creature from your current location to any other spot within range. They can roll a Charisma save to negate the effects. The creature arrives in a private plane of existence. The plane exists in a pocket dimension that can be only accessed by you. The plane is based on any biome you choose and is 62,500 sq.ft large. You can view the plane through any mirror or glass ball you attune. (They do not cast an attunement slot) If you concentrate for 24hr, you can synch with your plane allowing you to reincarnate. When you die, you can choose to reincarnate and have your soul return to your plane. If you are dead for 3 minutes, your soul will fly to your new body automatically. The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The GM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the GM chooses a form. The creature is created after you 24 hour synch. Any creature that is teleported to the plane can have all of their equipment removed, if chosen by the caster. If so, the target must make a second Charisma save in order to keep all of their equipment. If they fail, their equipment and clothes remains behind in pile where they were standing. Time in your plane moves the same as the Material Plane with its own sun and moon. You can remove any creature from your plane by Concentrating for 1 hour on your attuned mirror or glass orb. If you do, they appear as they were in your plane and 5 ft. away from the attuned object. Each time you use or configure this spell, it costs one spell slot.

 

d100

Race

1–2

Aarakocra

3

Aasimar, fallen

4

Aasimar, protector

5

Aasimar, scourge

6–7

Bugbear

8–9

Centaur

10–11

Changeling

12–14

Dragonborn, chromatic (scale color DM’s choice)

15–17

Dragonborn, metallic (scale color DM’s choice)

18

Dwarf, gray (duergar)

19–20

Dwarf, hill

21–22

Dwarf, mountain

23

Elf, dark (drow)

24

Elf, eladrin

25–26

Elf, high

27–28

Elf, sea

29

Elf, shadar-kai

30–31

Elf, wood

32–33

Firbolg

34

Genasi, air

35

Genasi, earth

36

Genasi, fire

37

Genasi, water

38–39

Githyanki

40–41

Githzerai

42

Gnome, deep (svirfneblin)

43–44

Gnome, forest

45–46

Gnome, rock

47–48

Goblin

49–50

Goliath

51

Half-elf

52

Variant half-elf, aquatic

53

Variant half-elf, drow

54

Variant half-elf, wood

55–56

Half-orc

57

Halfling, ghostwise

58

Halfling, lightfoot

59

Halfling, stout

60–61

Hobgoblin

62–63

Human

64–65

Kalashtar

66–67

Kenku

68–70

Kobold

71–72

Lizardfolk

73–74

Loxodon

75–76

Minotaur

77–78

Orc

79

Shifter, beasthide

80

Shifter, longtooth

81

Shifter, swiftstride

82

Shifter, wildhunt

83-84

Simic hybrid

85–86

Tabaxi

87–88

Tiefling

89

Tiefling, feral

90

Tiefling, infernal*

91–92

Tortle

93–94

Triton

95–96

Vedalken

97

Warforged, envoy

98

Warforged, juggernaut

99

Warforged, skirmisher

100

Yuan-ti pureblood

 

If you rolled a result of Infernal Tiefling, roll once on the table below to determine which Infernal Legacy your tiefling has inherited.

1d8

Infernal Legacy

1

Baalzebul

2

Dispater

3

Fierna

4

Glasya

5

Levistus

6

Mammon

7

Mephistopheles

8

Zariel


 

Spell Tags: Teleportation

Available For: Druid (Legacy)

Darkojino