As an action, you can teleport in a straight line to a point you can see up to 20ft away from you.
Any creature standing between you and your destination must make a Strength Saving Throw against your spell save DC. On a failed save, the creature takes 1d6 force damage.
On a successful save, your spell gets disrupted and you immediately appear next to the creature who blocked your path.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Alternatively, you can use this cantrip to move an object you touch the same way, or call an object you see to your hand. The objects will not damage creatures in their path but might still get stuck if the creatures succeed in their Strength Saving Throw.
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