![]() ![]() This list has been updated to better reflect the wide variety of movement options available to a D&D party. Updated by Declan Lowthian: There are a ton of different ways to define mobility in Dungeons & Dragons, from the moment-to-moment mobility offered by spells that increase a character's speed to the more general mobility offered by overland travel and teleportation. These can be useful in getting the party through a dangerous environment, helping them reach places they ordinarily wouldn't be able to, or simply navigate the battlefield in tactically sound ways. Rather than dealing damage, these spells allow a player to alter their means of movement, often allowing them to more easily traverse a battlefield or even the wider world of a campaign. One type of D&D spell that is extraordinarily helpful for a player to have in a campaign is a mobility spell. Whether a player is looking for magic that can deal massive amounts of damage to their foes or a spell that provides non-combat utility, there is sure to be something perfect for the situation at hand across one of D&D's many spell lists. A spell named plane shift, used to teleport between different planes, and requiring forked metal rods, has been present in every single edition of Dungeons & Dragons, with the sole exception of the very original, and 4e, which was very different in many regards. I would prioritize intraplanar travel (via Teleport) first before interplanar.Spells in Dungeons & Dragons come in a wide variety of forms. The 5e version of the plane shift spell is continuing a long tradition of using these forked metal rods as part of the spellcasting. ![]() Plane Shift can be very useful, but using it as a Save or Die/Lose is quite unreliable since it requires both an attack and a save. Even with a -1 Strength mod, you have a +5 to your check and an enemy has disadvantage on theirs. Use your second attack to shove a frightened enemy prone. Second turn: Use your first attack on Dragon Fear. I might pick it over Teleport if the DM regularly throws strong monsters at us, but only if transportation is a non-issue in the campaign (due to easy access to teleportation circles in a high magic setting, perhaps). Plane shift was an alteration or conjuration spell that transported the caster and a few others to a different plane of existence. First turn in combat: Cast Slow or your favorite control spell. Perfect Plane Shift Semi-Supernatural Breath Weapons Teleport Nerf. It's only useful for the free undead minion you get, which is hard to leverage unless the DM lets you kill NPCs during offtime to amass a large undead army (which tends to be hard to transport and draws heat like crazy from good-aligned NPCs).įorce Cage is one of the best control spells. Spells on this website that are modifications to core 5e spells (such as the. In a pinch, it can also be used to deal damage in open spaces, if you can find an appropriate object to teleport above your enemies (accuracy is a major issue though).įinger of Death is mostly useless when compared to Disintegrate, which does the job better and has utility uses (including popping certain force constructs as well as to open holes in ceilings, walls and floors). Free instantaneous transport has the potential to change the campaign considerably for the party, and it can save you from a TPK in emergencies. That doesn't feel like good damage to me (although I haven't played that high, so maybe it is?)ĭisintegrate, cast out of a lvl 7 slot, deals 99.5 damage on a failed save (or 0 on a successful one.), so maybe take that for blasting damage? If that wizard instead has 12 CON, he'll have 67 HP (so less than a 50% chance to die from Finger of Death if he fails his save). A level 13 wizard with 10 CON will have 54 HP. Plane Shift takes you near the place you want on a different plane with no chance of killing you. Make sure that you start taking souvenirs from everywhere you go (that's safe) to have a guaranteed safe spot.įinger of death is 61.5 damage on a failed save. 5th Edition Plane Shift and Teleport are both 7th level spells. Teleport is a good get out of dodge button for you and your party. If you do a solid barrier, it blocks spells (which can be good or bad). ![]() It also doesn't allow a save or require an attack (although if the enemy can teleport, then they get to save each time they attempt to teleport). And if you're not in a game where you have a particular reason to be hopping around in the other planes, there's not much reason to take it.įorce Cage only has a 1-time cost (components aren't consumed by the spell). Plane shift requires an attack roll and THEN a Charisma save when used offensively. ![]()
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