"Best" or Favorite telaportion spell with poll

Whats your pick for best for favorite teleportion spell(s)?

  • Misty Step (level 2 spell)

    Votes: 16 48.5%
  • Thunder Step (level 3 spell)

    Votes: 7 21.2%
  • Dimension Door (level 4 spell)

    Votes: 6 18.2%
  • Far Step (level 5 spell)

    Votes: 1 3.0%
  • Teleportation Circle (level 5 spell)

    Votes: 3 9.1%
  • Word of Recall (level 6 spell)

    Votes: 1 3.0%
  • Scatter (level 6 spell)

    Votes: 1 3.0%
  • Teleport (level 7 spell)

    Votes: 4 12.1%
  • Plane Shift (level 7 spell)

    Votes: 2 6.1%
  • Others I missed

    Votes: 1 3.0%

ClaytonCross

Kinder reader Inflection wanted
I am curious about opinions on which is the "best" teleportation spell since we got quite a few new ones in Zanthar's. This is of course going to be subjective and circumstantial so if you want to call it your favorite that's fine. If you vote and don't mind stating why I would be eager to hear what you love about your picks. That said, feel free to just vote and XP posts you agree with. Thanks.

(Also if I missed any teleportation spells let me know but I am keeping it to spells not class/race abilities or feats)
 
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Love Misty Step. Great spell for closing the distance, escaping a grapple or breaching a small barrier, all for the low, low cost of a Bonus Action.

I agree with that and I think I like Far Step for the same reason, combine with the "Night Crawler" hit and err teleport at 60ft.... great for a ranged caster avoiding melee or a melee fighter picking off weak enemies or running in hitting and teleporting back to defend your allies or simple not to get mobbed if your all damage and low AC/health.

I am also liking Thunder Step more than Dimension Door for my "o'crap, grab an ally and run" button. first because it does damage but also because the damage scales so as someone playing a warlock, when I have to cast it using a level 5 spell slot I don't feel like its such a waste.
 
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Noooo! I can't go back and adjust my selection. I've chosen misty step, it is just a nice low-level teleportation spell and therefore has more opportunities to make use of it. The second teleport spell that I really like was thunder step. It's misty step but can deal damage to your enemies (I'm away from my books, can't recall if it is when you leave, when you arrive, or both). I like this spell because it is still low-level enough to get a lot of use, maybe not as much as misty step due to 3rd level slots being used by other powerful encounter changing spells, but still good. I think I'd updated or created a similar spell a while ago that was similar called phoenix step, similar concept but fire damage.
 

Noooo! I can't go back and adjust my selection. I've chosen misty step, it is just a nice low-level teleportation spell and therefore has more opportunities to make use of it. The second teleport spell that I really like was thunder step. It's misty step but can deal damage to your enemies (I'm away from my books, can't recall if it is when you leave, when you arrive, or both). I like this spell because it is still low-level enough to get a lot of use, maybe not as much as misty step due to 3rd level slots being used by other powerful encounter changing spells, but still good. I think I'd updated or created a similar spell a while ago that was similar called phoenix step, similar concept but fire damage.

A similar escape spell, the biggest difference it that it takes an action instead of a bonus action along with the spell slot. I checked for you and you to the damage after you teleport but where you teleport from so you can grab an ally and take them 90ft out of harms way then leave their harassers a nice 3d10 surprise. A little sad its not a the Tempest Cleric spell option. It seems like a spell that lets you save allies while smiting them with thunder fits that subclass well.
 

A similar escape spell, the biggest difference it that it takes an action instead of a bonus action along with the spell slot. I checked for you and you to the damage after you teleport but where you teleport from so you can grab an ally and take them 90ft out of harms way then leave their harassers a nice 3d10 surprise. A little sad its not a the Tempest Cleric spell option. It seems like a spell that lets you save allies while smiting them with thunder fits that subclass well.
Something I like to do is make thematic spells available for sorcerers of certain bloodlines so a storm sorcerer for instance could choose call lightning. I was thinking about this the other day and thought that it would also make a good rule for clerics. Rather than the spell being a domain spell, the spell is instead added to their spell list allowing the cleric to prepare the spell if they'd like.
 


What about arcane gate? Need it to play Portal :)

I can't change it (as far as I can see) or I would. If a moderator sees this and doesn't mind fixing that for me it would be appreciated. could replace "Others I missed" or added in the middle of the 6th level spells. What ever they have tools and are up to doing.

Edit, you know I had been looking at this as a party emergency transportation spell but based on your "play Portal" statement I read the spell and did have to laugh at the idea of pointing at a pit trap you managed to avoid (which I could see being considered as "ground" until triggered, GM call) then pointing to the middle of an enemy mob... as a bonus action I spin the portals... Not an every day setup but I like this spell better now.
 
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Archer shooting at you? Put a portal in front of you, facing them. It blocks their view but you can still see them. Put the other end behind the archer, so if they try to shoot through it, they are attacking themselves :)

Oh gee, if your DM lets you use a portal to completely block a small corridor, then it makes a nasty death trap. Surround your opponents with portals facing them, and they can neither see you, attack you, nor escape without (sight-free) teleporting. Meanwhile you can see and attack them all you like.
 
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