In D&D 5e, players can use Teleport Spells to transport willing characters. These spells instantly transport you and your choice of eight (maximum) creatures visible within your range, or you can teleport a single object visible within range to any of your desired destinations. Any player can use teleport spells to transport themselves, an object, or willing characters to any known destination in the game.
This article will briefly guide you about all the teleport spells available to teleport willing characters in the D&D 5e game.
What Spells Can Teleport Willing Characters in D&D?
Teleportation or teleport is a long spell used to teleport willing characters or objects to any known destination of the spellcaster. Teleport is a 7th-level spell available to wizards, sorcerers, and bard classes who gain the opportunity to prepare a teleport spell when they reach the 13th level.
The chosen object must fit inside a 10-foot cube, and it cannot be held or carried by an unwilling creature, and you should transport it to the known destination. The destination should be on the same plane of existence as you. Your familiarity with the terminus determines the success of teleporting yourself, an object, or other willing characters.
Attributes of teleport spell:
Spell level: 7th level conjuration
Casting Time: 1 action
Range: 10 feet
Target: You and up to eight willing creatures, or a single visible within your range
Components: V
Duration: Instantaneous
Classes: Bard, Sorcerer, Wizard
The Dungeon Master rolls d100 and consults the below table for casting a teleport spell in the game.
Attributes of Teleport Spell
Familiarity | Mishap | Similar Area | Off Target | On Target |
Permanent Circle | – | – | – | 01-100 |
Associated Object | – | – | – | 01-100 |
Very Familiar | 01-05 | 06-13 | 14-24 | 25-100 |
Seen Casually | 01-33 | 34-43 | 44-53 | 54-100 |
Viewed Once | 01-43 | 44-53 | 53-73 | 74-100 |
Description | 01-43 | 44-53 | 53-73 | 74-100 |
False Destination | 01-50 | 51-100 | – | – |
Familiarity: Your familiarity with the destination determines the thriving arrival of your terminus or successful transportation of a single object or willing creatures.
Permanent Circle: This circle denotes the enduring teleportation circle, the sigil sequence of which the player is aware.
Associated Object: It means that you possess an object taken from the desired destination within the last six months, such as a book from the library of wizards, bed linen from a royal suite, or a chunk of marble from the secret tomb of a lich.
Very Familiar: A place where you visit more often than other places, a place carefully studied and observed by you, or a place you can imagine and see while casting the teleportation spell.
Seen Carefully: Some places you have seen more than once but are not very familiar with those places.
Viewed Once: A place you have seen once, possibly using magic.
Description: A place whose location and appearance you know through someone else’s description, probably from a map.
False Destination: A place that does not exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion or attempted to a familiar location that no longer exists.
On Target: The target that appears to you and your group where you want to go.
Off Target: A random distance away from the desired location. It is 1d10 × 1d10 percent of the total distance that was to be traveled by the creature.
Similar Area: It is an area that is visually or thematically similar to the target zone.
Mishap: The unpredictable magic results of a spell during a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage. The DM rerolls on the table to see where you wind up (multiple mishaps may occur, dealing damage each time).
Let us now look at some of the different teleportation spells available in the D&D 5e game to transfer oneself, willing creatures, or a single object.
Name of Spell | Level | Classes | Companions |
Thunder Step | 3rd | Sorcerer, Warlock, Wizard | 1 |
Dimension Door | 4th | Bard, Sorcerer, Warlock, Wizard | 1 |
Teleportation Circle | 5th | Bard, Sorcerer, Wizard | 1 |
Arcane Gate | 6th | Sorcerer, Warlock, Wizard | No limit |
Transport via Plants | 6th | Druid | No limit |
Word of Recall | 6th | Cleric | 4 |
Teleport | 7th | Bard, Sorcerer, Wizard | 8 |
Plane Shift | 7th | Cleric, Druid, Sorcerer, Warlock, Wizard | 8 |
Gate | 9th | Cleric, Sorcerer, Wizard | No limit |
Thunder Step
It teleports you to an unoccupied space visible to you within your range. Immediately after your disappearance, a thunderous boom sounds, and each creature within 10 feet of space you left must make a Constitution saving throw. They bear a 3d10 thunder damage on a failed to save or half damage on a success.
The sound of thunder can travel up to 300 feet. You can also teleport willing creatures of your size or smaller size, but it must be within 5 feet of your range while casting the thunder step spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear.
Attributes of thunder step spell:
Spell level: 3rd level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
Dimension Door
Using the dimension door spell, you teleport yourself from your current place to precisely go to any desired spot within your range. It can be any place you can see, visualize, or describe by stating distance and direction, such as 400 feet straight downward or upward to southeast at a 60-degree angle.
You may bring objects as long as their weight does not exceed your carrying capacity and transport one willing creature of your size or a smaller one carrying gear up to its carrying capacity. Still, it should be within 5 feet of you while casting the dimension door spell.
Attributes of dimension door spell:
Spell level: 4th level conjuration
Casting Time: 1 action
Range: 500 feet
Components: V
Duration: Instantaneous
Classes: Bard, Sorcerer, Warlock, Wizard
Teleportation Circle
While casting the permanent circle spell, you draw a 10-foot diameter circle on the ground marked with sigils that link your location to an enduring teleportation circle of your choice whose sigil sequence is known to you and exists on the same plane of existence as you.
A shimmering portal opens within the circle as you draw it and remains open until the end of your next turn. Any creature entering the portal appears instantly 5 feet within the destination circle or in the nearest unoccupied space. Many major temples, guilds, and other essential places have permanent teleportation circles marked within their confines.
Attributes of a teleportation circle:
Spell level: 5th level conjuration
Castin time: 1 minute
Range: 10 feet
Component: V, M (rare chalks and inks infused with precious gems with 50 gp)
Arcane Gate
The Arcane Gate spell creates linked teleportation portals that remain open for a limited duration (up to 10 minutes). Choose two visible spots on the ground, one within 10 feet and the second within 500 feet of you. A circular portal of 10 feet in diameter opens at your selected points. The spell gets lost if the portal opens in a space inhabited by a creature.
The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. The ring is visible only from one side (your choice), the side that functions as a portal.
Attributes of dimension door spell:
Spell level: 6th level conjuration
Casting Time: 1 action
Range: 500 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Transport Via Plants
It creates a magical link between a Large or more extensive inanimate plant within range and another plant located at any distance on the same plane of existence. You must have seen or touched the destination plant at least once before teleportation. For the duration, any creature can step into the target plant and exit from the destination by using the movement of 5 feet.
Attributes of transport via plants:
Spell level: 6th level conjuration
Casting Time: 1 action
Range: 10 feet
Components: V S
Classes: Druid
Word of Recall
It allows you to transport up to five willing creatures within 5 feet of you to a previously designated Sanctuary. It transports you and creatures, that appear in the nearest unoccupied space to the designated spot you prepared your Sanctuary. This spell will have no effect if you do not design a Sanctuary before casting it.
Attributes of the world of recall:
Spell level: 6th level conjuration
Casting Time: 1 action
Range: 5 feet
Components: V
Duration: Instantaneous
Classes: Cleric
Plane Shift
It transports you and up to eight willing creatures who link hands in a circle to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the place of Dispater on the second level of the Nine Hells, and you will appear in any of the destinations. If you want to reach the City of Brass, you might arrive in its Street of Steel.
However, if you know the sigil sequence of a Teleportation Circle on another plane of existence, you can teleport to that circle using the plane shift spell. You can also banish an unwilling creature to another plane.
Attributes of plane shift:
Spell level: 7th level conjuration
Casting Time: 1 action
Range: Touch
Components: V S M
Duration: Instantaneous
Classes: Cleric, Sorcerer, Warlock, Wizard, Druid
Gate Spell
The Gate spell conjures a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which could be 5 to 20 feet in diameter. It can be oriented in any direction of your choice and lasts for a maximum duration of 1 minute. The portal has a front and back on each plane, and travel is possible only by moving through the front part of the portal.
While casting the gate spell, you can speak the name of specific creatures, and if that creature is on another plane, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal.
Attributes of gate spell:
Spell level: 9th level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V S M
Duration: up to 1-minute
Classes: Cleric, Sorcerer, Wizard
What D&D Classes Can Teleport?
There are two teleportation-focused classes of creatures that can teleport in the game.
Shadowstep
The first class is Shadowstep. The level 6 Monks taking the Way of Shadow can teleport using teleportation spells. The Monk class can teleport at their will as specified in the PHB but are limited to only teleporting when both monk and destination are in dim light or darkness, which limits their options in outdoor, daytime encounters. However, Shadow Monks have lots of utility from their Shadow Arts feature that allows limited spellcasting.
Benign Transposition
The second class that can teleport is Benign Transposition, available to Wizards in the School of Conjuration at level 6. It has more flexibility than Shadowstep and allows you to switch places with allies, but the duration of teleportation becomes restricted by the number of times you can do it in a day. It refreshes when you cast 1st-level+ conjuration spells. Every single teleportation spell doubles the number of daily teleportations with just one feature. Conjuration Wizards have more options for teleportation-focused characters for support and utility because of their spell-casting.
Is There a Spell That Can Teleport to an Unfamiliar but Known Location?
An interplanetary teleport spell can teleport you and other willing creatures to an unfamiliar but known location. It acts as teleport but allows you to teleport to an unseen location and does not require a reliable description of your destination.
According to RAW: as long as you “have a specific destination in mind,” the spell will take you there without any chance of failure, despite not having any visual description of your destination. Interplanetary teleport spell can teleport you or other creatures from one part of a planet to another part of the same planet without any concerns of sending you to a wrong destination. It is a real Pathfinder spell found on page 225 of Ultimate Magic.
Can a Teleport Spell to a False Destination Have No Similar Area?
If you do not read the spell’s description, you can teleport yourself or other objects to a false destination. It may be possible that spells to teleport to a laboratory could send you to an alchemist shop because it contains the same types of equipment. You could also wind up anywhere on the same plane, so distance is not a factor. In conclusion, with teleport spells, your imagination is the only limit, and always read spell description and consult your DM before using any teleportation spell.
FAQs
When a Creature Travels via a Teleportation Spell, What Can It Carry?
According to RAW (Rules as written), the creature traveling via teleportation cannot carry anything because the rule specifically says “You”. The rules state: You teleport up to 30 feet to an unoccupied space visible to you. However, many people interpret you as them and all their gear. It is not true since you mean the creature only and no other objects or treasure chest. If you have a treasure chest, you may put its stuff in your pockets and leave the treasure chest behind, but it is not confirmed if you are allowed to do it or not.
There are spells to transport a single object, using which you can transport any single entity to your desired destination visible within your range, but it must fit inside the 10-foot cube. It means you can teleport yourself and your gold chest using the teleport spells if the object fits within the 10-foot cube. Unfortunately, you cannot transport the treasure chest and its treasure together since the spell only allows you to teleport one object at a time.
But Thunder Step spell (XGtE, page 168) allows you to bring objects as long as their weights do not exceed your carrying capacity during teleportation. It means you can take your gears or treasure chest with you as long you can carry it. In the end, we suggest reading the spell description and consulting with your DM before using any spell to teleport you, your gears, or you with your gears or treasure chest.
How Does Anticipate Teleportation Greater Affect Someone Walking Through a Dimension Door?
The Anticipation Teleportation Greater affects all teleportation effects with their destinations inside the spell’s area, including teleportation effects used by nearby creatures and allies.
The 3rd-level spell anticipates teleportation states: The spell’s subject gets surrounded by an invisible aura that anticipates and delays the teleportation of any creature into the spell’s area. Any teleportation spell or its effects (including all spells with teleportation descriptor) can be anticipated, making the recipient instantly aware of the destination where the teleporting creature will arrive.
The spell delays the arrival of the teleporting creature by 1 round (so it could arrive on its initiative count immediately before its next turn). The teleporting creature does not perceive the delay. Although, the spell does not affect the varmint attempting to teleport away from the spell’s area.
The teleportation of the creature gets delayed if it is in anticipate teleportation‘s spell effect, whether it uses a teleportation effect from 10 feet away, 100 feet away, light years away, or from another plane. The spell resistance, caster level, and spell level used to generate the teleportation effect will not affect the anticipated teleportation spells.
How Can a Wizard Create a Permanent Teleporter?
You can consult your Dungeon Master (DM) for a wizard to create a permanent teleporter. Things like short-range site-to-site teleportation are standard in dungeons and other DM-created environments. A teleportation circle may be highly pricey to use as a magical elevator. You can always talk to your DM to determine the costs and construction effort to create a permanent teleporter and work out rules for its working, rarity, and what it accomplishes.
We suggest keeping your base item on Dimension Door for its range and effect. It is a hard-coded target location that takes you so-many feet in a specific direction. It could be considered cheap or uncommon. You could make it immovable. It breaks down if you move it and requires some fraction of the original cost in time and gold for reinstallation at the target location. We also recommend building a two-way travel teleporter by connecting two pads (unless you want it to be one-way).