It is always a good time to teleport.

Teleportation spells are among the most sought-after utility spells in 5th Edition, whether you’re trying to vanish in the middle of a fight or travel hundreds of miles in a single turn.

One of the most well-known teleportation spells is “dimension door,” which we will examine now.

Dimension Door Spell Details

Type: 4th Level Conjuration
Casting Time: One Action
Range: 500 ft.
Components: V
Duration: Instantaneous

Casting the spell transports you and any items you are carrying to a location within 500 feet.

You can even bring a willing creature along, provided it isn’t burdened with more weight than it can handle.

The monster can’t be bigger than you are.

To put it simply, you can’t use teleportation to get somewhere that’s already been occupied.

Both you and the creatures you were teleporting to will suffer 4d6 worth of damage as a result of the force.

Who Gets It?

One may say that everyone can learn this if they have the money to buy a rare magical artifact.

The bard, sorcerer, warlock, and wizard can all cast the dimension door spell.

Those who hold the Trickery Domain as a cleric subclass or the Oath of Vengeance as a paladin subclass have access to this spell as a bonus domain or oath spell, and it is always ready for use.

It is also available as a subclass spell for rangers with the Fey Wanderer subclass.

While 4th-level spells are reserved for wizards, the Eldritch Knight fighter and the Arcane Trickster rogue both have access to the spell because it is on the wizard spell list.

Dimension door and other spells are added to the spellbook of any Eberron human who has the Dragonmark of Passage (if they have one).

Dimension door can be cast without expending a spell slot from a Cape of the Mountebank, making it accessible to even more spellcasters.

These capes are common magical artifacts because they grant their wearers access to a free daily dimension door, which can be used to quickly flee danger, overcome obstacles, or catch up to a pursued foe.

Bookmark, a one-of-a-kind dagger retrieved from the Tomb of Annihilation, and the Infiltrator’s Key both allow for its casting (a legendary item from Wildemount).

In the context of a campaign, the likelihood of having either is low.

Pros and Cons

Different teleportation spells in Dungeons & Dragons have their own unique effects.

The unique function of the dimension door is as a type of moderately powerful teleportation spell that allows you to bring a companion along.

Differentiating features of misty step, far step, and thunder step is concentrated on their more limited ranges.

Within a short to medium range, the caster of Scatter can teleport up to five creatures.

Conversely, spells like “word of recall,” “teleport,” and “teleportation circle” can transfer several creatures over a greater distance, but they demand higher-level spell slots.

Therefore, it is helpful to consider the features of each teleportation spell that make it unique.

Range

The range of a dimension door spell is 500 feet, making it the longest of the lower-level teleportation spells.

The potential benefits of this are substantial. Having access to a dimension door can save your life if you ever find yourself in a sticky situation involving a particularly vicious creature or a potentially hazardous place.

You can safely assume that 500 feet will provide you with ample room to hide from any pursuers.

Rarely, when up against fast-moving monsters, it won’t allow you to run away (like rocs, or creatures on the back of a phantom steed).

It’s possible that 500 feet are enough to give you a fighting chance in locations with a lot of covers.

However, the radius of effect for spells like “find creature” or “locate object” is one thousand feet.

You won’t be completely safe from someone who can perform either of those spells on you, and the 500 feet you’ll go with the “dimension door” won’t be enough to get you out of their sight.

Perhaps that will buy you enough time to make your escape.

Target Location

Unlike scatter, far step, hazy step, and thunder step, dimension door doesn’t require you to have a line of sight to the destination.

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Meanwhile, both the teleportation circle and the word of recall need teleporting to a specified spot, but teleporting has huge drawbacks if you try to teleport to a location you aren’t familiar with.

Therefore, dimension door is one of the rare spells that allow you to just name a place you’d rather be.

This can be helpful if you need to find your way to a place you are unfamiliar.

Assuming the local wizards aren’t adept enough to ward it against teleportation, a dimensional portal can be utilized to sneak inside castles, enter the lairs of certain beasts, or teleport into bank vaults.

However, many monsters lack the level of spellcasting required to adequately guard their hoards or lairs against teleportation, and enormous strongholds are unlikely to be totally covered by these spells.

Also, as the caster must be able to see the destination of spells like scatter, far step, misty step, and thunder step, blinding them might sometimes negate their effects.

Teleportation spells can be negated by using darkness, blindness/deafness, or fog cloud spells; shutting off all sources of light; or even merely putting a bag over the caster’s head.

However, this tactic is ineffective on a dimensional door, providing you with a backup option to teleport to safety.

Tips and Tricks

Depending on how you put it to use, “dimension door” can accomplish a wide variety of tasks.

And if you’re looking for any 5e applications, we’ve got you covered there, too.

Willing

One willing creature of your size or smaller can accompany you thanks to this spell.

The way that operates is really strange.

To go to safety, an ally would generally be willing, but is it possible for someone to be both unconscious and willing after being knocked out?

When it comes to magic, the terms “willing” and “unwilling” in 5e don’t have concrete definitions.

Decisions of that nature are ultimately up to the discretion of the DM in charge.

The vast majority will let you transport a friend who is unconscious away from a wrathful Kraken.

Also, remember that a corpse is just another thing you may put in your collection.

If you need to get a fallen ally’s body off the field to revive them, you can dimension door away with it if it is light enough to carry.

As long as you have adequate strength, this method will work regardless of whether or not the deceased creature is smaller than you.

Charm Spells

However, the ‘willing’ condition does not explain why the target is willing, which is a crucial point.

Normally, you couldn’t just grab an adversary and transport them to a place where they’d be in danger.

However, you now have a willing creature to teleport if you use a spell-like charm person, charm monster, or suggestion to convince them to come with you.

A monster of your size or smaller can be dropped as a proposal on the opposing commander, and then dimension doored either 500 feet into the air or over something extremely terrible.

You have two spells, and if you’re lucky, one of them will cause the victim to fall into a pit of lava or an acid pool, dealing an additional 20d6 damage.

You’ll need something to keep you from plummeting to your death, but between spells like feather fall and magical objects that enable flight, levitation, or teleportation, you should be able to avoid falling to your doom.

Environmental Hazards

In the absence of natural hazards like a lava pit or an acid pool, you should create your own.

As long as you have access to dimension doors, there is nothing stopping you from throwing a charmed enemy into one of the many deadly traps found in dungeons.

It’s easy to think of hazards like spiked pits, spinning blades, and piranha tanks, but really any kind of threat might prove useful.

It would be really helpful if you could set up this dimension door trick, as there are specific traps that assure almost certain death.

However, this assumes that a helpful dungeon full of spiky pits and purple worm poison is conveniently located nearby.

You might always try your hand at making your own, though. Any kind of poison you can get your hands on can be used to cover spikes you set up.

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Since many foes have high Constitution saving throws, it’s preferable to use a poison that still deals half damage on a successful save.

To top it all off, there are additional dangers that may be set up for a briefly friendly adversary to be dropped into.

The second chapter of Xanathar’s Guide to Everything explains how to make effective use of various items in the game. For sleights of hand like these, two of them are a must-have.

The tools of a thief can help you set up traps, while the alchemist’s tools can help you create acid or alchemist’s fire.

You should ask your DM if you can utilize the rules, as they are entirely discretionary.

It costs 12.5 gold pieces to make a vial of acid using alchemist’s supplies if you are allowed to do so.

Acid is typically used as an improvised weapon by being hurled or sprayed at a target, delivering 2d6 damage on a hit.

But what if you produced a large number of acid vials? Somewhere over twenty tiny vials, all neatly linked up.

If your DM is feeling very generous, you might be able to use some thieving equipment to make your bundle of acid vials into a trap.

You may also ask your DM if you can simply place a creature on one of the bottles.

Truly, this is a case of high jinks.

Some DMs might be willing to overlook this, though, if you can arrange things properly.

In a best-case scenario, the creature you drop could take 40d6 of acid damage from your 20 vials.

Magical Hazards

More conventional threats include spells with potentially lethal area effects.

Dropping a creature into an area under the effect of numerous spells that deal damage upon entry or (preferably) the start of a creature’s turn is possible, but only if the timing is just right.

Wall of fire, wall of thorns, maelstrom, and evard’s black tentacles are all useful spells for creating damaging zones.

Some, like evard’s black tentacles, aim to hurt creatures as well as contain them in the area they’re in.

When a creature is restrained by two or more spells at once, such as with evard’s or web, it may succeed in saving itself from the first spell but fail against the second, leaving it vulnerable to a third, more devastating spell, such as cloudkill.

Monster Bomb

This is a natural follow-up to the aforementioned charm maneuver.

You should keep in mind that you can travel with any animal that is ready to accompany you, provided that it is your size or smaller.

Obviously, the first problem to solve is dealing with the fact that the vast majority of harmful species are either too huge or too unwilling to be approached.

However, suppose you were aware of an enemy stronghold.

Furthermore, you are aware of the location of a potentially lethal beast (ideally with low Wisdom saves).

You could, in principle, polymorph the creature into a beast of your size or smaller.

However, this can be tricky to set up.

After that, you or a helpful sorcerer can charm the animal with an animal friendship spell or anything similar.

There is now someone or something your size or smaller who is (hopefully) willing to accompany you on your journey.

You might want to bribe them with some food.

Then, having someone drop the polymorph spell or simply dropping the converted monster so the fall damage knocks it out of its beast shape, you teleport to a spot above the camp and unleash the beast wild.

Whether or not this method is beneficial depends on what you’re able to polymorph and the strengths of your opponent’s defenses.

Even a dying dragon poses little danger to a citadel with a number of wizards on guard.

However, if the adversary isn’t prepared for lycanthropes and doesn’t have any silvered or magical weapons, a werewolf impervious to nonmagical attacks could cause havoc in their camp.

Even though you’d have to be careful not to release any more werewolves into the wild following the attack, it’s still a viable option for opening fire.

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Carrying Capacity

You can take whatever you desire with you when you teleport through a dimensional door, as long as the total weight is greater than your own.

A monster with a strength score of 18 can carry 270 pounds because your carrying capacity is equal to 15 times your strength score.

Nice, but we can expand upon that.

First, the orc, goliath, bugbear, loxodon, and firbolg races all have access to a special ability called Powerful Build.

The simple ability “Powerful Build” increases the creature’s size by one when calculating its carrying, pushing, dragging, and lifting capacities.

At this time, carrying capacity is the sole factor of any practical importance.

In the next larger size category, a creature can carry twice as much weight as it could at the previous one.

Thus, a golem with 18 strengths may carry 540 pounds, whereas a human with the same stat can only carry 270.

An extremely handy creature would be one that can cast dimension doors and has a large carrying capacity.

Without a movable pit or other storage devices, a vault allows you to retrieve more riches.

Larger goods could be brought into or out of battle as part of an ambush or escape.

540 pounds may seem like a lot, but let’s increase that number.

The enlarge/reduce spell is quite helpful, yet it requires a low spell level to cast.

The spell increases the target’s carrying capacity by doubling its size, but this is not the spell’s primary effect.

In its new, improved form, a goliath is a Large creature with the carrying capacity of a Medium creature, or 1,080 pounds (still assuming 18 Strength).

Once more, I believe we are capable of greater achievement.

The Rune Knight is a new fighter archetype introduced in Tasha’s Cauldron of Everything who makes use of giant-inspired magic to increase in size and produce other effects.

For the time being, we are only concerned with the size growth.

In this scenario, the goliath fighter must first utilize their giant’s mighty ability to grow into a massive size.

Using enlarge/reduce, a helpful spellcaster has shrunk our gargantuan Rune Knight to the size of a Huge beast, yet he can still lift as much as a gargantuan.

This goliath is the size of a true giant and can heft a whopping 2,160 kilos.

When our goliath reaches level 18, they have access to the huge size and the Giant’s Might function.

So, to enlarge them would be to make them Gargantuan.

Considering the gargantuan Rune Knight can’t be counted as a size higher than Gargantuan, it’s likely that Powerful Build would stop being useful here.

The Colossal size category that was included in earlier editions was removed from the fifth edition.

Now that a goliath player character that can lift over 2,000 pounds can teleport, the sky’s the limit for what they can accomplish.

When you open a dimensional gateway, your giant-sized ally can come into the middle of a town and wreck havoc, as Godzilla did in Tokyo.

You may perform some sort of ceremony to summon a giant to fight on your side.

Many species hold giants in high esteem, and any being that can convince others that it can summon one has instantly become a formidable foe.

You might make up a charming plan wherein roving “giants” repeatedly attack villages, and you and your allies set out to “banish” them.

If you equip your Rune Knight with a cape of the mountebank, they can disappear in a cloud of smoke at your command.

Also, picture a Rune Knight goliath with flying boots and two tonnes of rocks to rain down on an unsuspecting bandit outpost.

It’s possible that your big party member may be put to good service carrying food and medicine to besieged castles across the battlefield.

Even if your opponent is near, you can have your Rune Knight partner hold back the collapse of a dam or the ceiling, then teleport away.

The Rune Knight’s unrestrained attack is then unleashed upon the prey.

The ability to instantly travel over relatively great distances makes the utility spell “dimension door” extremely versatile.


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