Teleportation spells allow you to quickly move from one location to another, whether you’re fighting in the middle of a battle or covering hundreds of miles in a blink of an eye.

Dimension door is a classic teleportation spell that allows users to travel between different dimensions. It is a very powerful spell and can be used to travel to different parts of the world or even other universes. ..

Dimension Door Spell Details

You create a small, invisible fire that burns for a number of minutes.

When you cast the spell, you teleport yourself and any objects you can carry to a place of your choice within a 500-foot radius. ..

You can bring along a willing creature that is not carrying more weight than its carrying capacity. The creature has to be your size or smaller.

If you try to teleport to a location that is already occupied, the spell fails. You and any creatures you were teleporting take 4d6 force damage and are pushed 5 feet away from the destination.

Who Gets It?

In a way, everyone can learn this: if you can afford a rare magic item.

The dimension door spell is on the spell lists for all three classes.

Domain clerics and Oath of Vengeance paladins can prepare fey wanderer ranger spells as bonus domain or oath spells. Fey Wanderer rangers get this ability as a subclass spell. ..

Arcane Trickster rogues and fighter have access to the Eldritch Knight spell list, although they don’t get 4th-level spells until pretty late in their careers.

Humans from Eberron that have the Dragonmark of Passage can add several other spells to their spell list, including dimension door.

The Cape of the Mountebank can be used to cast dimension door without a spell slot.

The one-per-day free dimension door is a popular magic item because it allows any character to quickly escape from a bad situation, traverse an otherwise difficult obstacle, or to catch up to a target instantly during a chase.

The Bookmark and the Infiltrator’s Key are both less common in campaigns, meaning they’re not as likely to be available as other items. ..

Pros and Cons

One teleportation spell in D&D is the Prestidigitation spell. This spell allows the caster to teleport a small amount of distance, up to 10 feet. The caster must make a successful check against a DC 20 Dexterity check. If the caster succeeds, they teleport to an unoccupied space within 5 feet of them, and take 1d4 points of damage per level of the caster (maximum 25). If the caster fails, they teleport to an unoccupied space within 5 feet of them, but instead take 1d6 points of damage per level of the caster (maximum 50).

The Dimension Door spell is a unique teleportation spell that allows you to bring someone with you. It has a small range, but different features.

Scatter allows the caster to teleport up to five creatures to a location within a short-to-mid range.

The teleportation circle, word of recall, and teleport spells all transport multiple creatures a great range but require higher level spell slots.

The teleportation spells in this set are unique in that they allow the caster to move through space and time, without using any physical means.

Range

Dimension door is the most versatile of the lower-leveled teleportation spells, allowing the caster to travel up to 500 feet. ..

This can be a very useful tool if you need to escape from a particularly nasty monster or dangerous location. In most cases, 500 feet is more than enough to give you time to evade any pursuers.

If you’re trying to escape from a fight, 500 feet may not be enough to get away. If you’re trying to escape from a fight, there are some creatures with high movement speeds (like rocs or creatures on the back of a phantom steed) that will make it difficult for you to get away. In areas with a lot of cover, 500 feet may still be enough to give you a chance to hide. ..

If you’re being tracked by someone capable of casting either of the spells, dimension door’s 500 feet won’t be enough to get you fully out of their range.

If you can get away, your chances of survival are much better. ..

Target Location

The Dimension Door does not require you to be able to see where you want to teleport to.

teleport has massive drawbacks that can happen if you try to teleport to a location you’re not particularly familiar with.

Dimension door is one of the few spells that lets you teleport to a specific location. ..

Dimension door can be used to get yourself to places you haven’t been before. It can also be used to enter castles, get inside some creatures’ lairs, or teleport into bank vaults.

A large fortification will likely not be completely covered by teleportation magic, and many monsters won’t have the kind of spellcasting needed to protect it.

Blinding casters can foil some of the steps used in teleportation spells. ..

Anything that can block teleportation spells, like darkness, blindness/deafness, or fog, can also stop those spells. ..

If you find yourself stuck on a dimension door, there is one last way to escape. ..

Tips and Tricks

The Dimension Door has unique uses depending on how you choose to use the spell. For example, if you want to use it as a door, then the Dimension Door can be used as a door. If you want to use it as a portal, then the Dimension Door can be used as a portal.

  1. Create a new class called “Adventurer” that specializes in adventuring and exploring the world around them.
  2. Introduce a new spell called “Exploration” that allows players to explore the world for free, without any risk of getting lost or hurt.
  3. Create new feats and abilities for characters to use while exploring the world, such as the ability to swim in water up to their waist or fly on wings.
  4. Add new monsters and NPCs to the game world, so players can find and fight against them on their own terms!

Willing

The spell specifically says you can bring one willing creature of your size or smaller.

There’s something strange about how that works. Allies usually are willing, but if they’re knocked unconscious and you’re trying to get them to safety, can they be unconscious and willing?

When it comes to magic in 5e, there is no one-size-fits-all answer when it comes to whether or not ‘willing’ and ‘unwilling’ work with magic. Ultimately, the DM will have to decide what they believe is best for their game.

If you’re worried about someone in danger, most people will allow you to teleport them away from an angry kraken. ..

A dead creature can still be counted as an object, even if it is no longer alive.

If you can carry something, you can dimension door away with it, which gives you another way to get a fallen ally’s body off the field, if you need to get them somewhere to revive them. ..

If you’re able to carry the dead creature, it will work even if its size is larger than yours. ..

Charm Spells

The ‘willing requirement’ for a drone strike is that the target is willing, but it’s not clear why they are willing. ..

Normally, you can teleport an opponent to a location that is dangerous to them.

If you use a spell like suggestion, you can now convince a willing creature to accompany you on your next adventure.

You can use suggestion on an enemy commander to either drop them 500 feet up in the air or over something particularly nasty. ..

With two spells, you could potentially deal 20d6 of damage. If the target falls into a pit of lava or an acid pool, the damage could be even greater. ..

You can use magic to help you stay afloat, fly, and teleport between spells.

Environmental Hazards

Even if your area doesn’t have natural hazards like a pit of lava or an acid pool, you can always create your own hazards. ..

If you’re looking to take down a dungeon boss, be sure to keep an eye out for dangerous traps. Dimension door can help you get out of any trouble, so long as you’re careful. ..

The danger in this game is that it can be used to your advantage. You can use the pits, blades, and tanks to your advantage by making them spin or moving them around.

There are some traps which guarantee almost certain death, and could be extremely convenient if you can set up this dimension door trick. ..

If you’re looking for a dungeon to explore, it might be best to avoid any dungeons that are covered in purple worm poison.

There’s no need to be afraid of making your own poison - there are plenty of ways to do it, and you’re not limited to using just one type of poison. ..

Poisons that deal half damage on a successful save are the best to use against enemies with good Constitution saving throws. ..

On top of that, there are other hazards you can arrange to drop a temporarily friendly enemy into.

In Xanathar’s Guide to Everything, the second chapter details a number of uses for tools within the game. Two of these are particularly useful for this kind of trick. In Xanathar’s Guide to Everything, the second chapter details a number of uses for tools within the game. Two of these are particularly helpful for this kind of maneuver. ..

Alchemist’s supplies can be used to make some alchemical items (like acid or alchemist’s fire), and thieves’ tools allow you to assemble traps. ..

The DM has said that you can use the optional rules to craft vials of acid for 12.5 gold pieces. ..

The acid is thrown or splashed at a target as an improvised weapon, dealing 2d6 damage on a hit.

What if you made a bomb out of acid vials? ..

If your DM is feeling nice, you might be able to turn your acid vial bundle into a trap with thieves’ tools. Alternatively, your DM might let you drop a creature directly onto those vials. ..

This is definitely a case of shenanigans. But if you can set it up, some DMs would be happy to let you get away with it.

If you get extremely lucky, your 20 vials could deal 40d6 of acid damage to any creature you drop.

Magical Hazards

A spell that creates an area of dangerous effects is a by-the-book hazard.

If you time your spellcasting correctly, you could drop a creature into an area under the effect of multiple spells that do damage the first time a creature enters the area or (ideally) starts its turn there. Depending on how you time your spellcasting, this could result in devastating damage to your opponents. ..

Spells like wall of fire, wall of thorns, maelstrom, or evard’s black tentacles all create zones of damage. Some, like evard’s black tentacles, deal both damage and try to trap creatures inside of the zone. ..

If you stack multiple spells like Evard’s or Web that restrain a creature, even if it manages to save out of one such spell, it might fail against the other, meaning that it would still take damage from another nasty spell like Cloudkill.

Monster Bomb

If you want to make someone like you, try being yourself. ..

The thing to remember is that you can bring any willing creature with you, so long as it’s your size or smaller.

The second hurdle is finding a way to kill them.

You could go to the enemy base and find the creature, or you could find the creature’s lair and kill it.

In theory, you could polymorph a creature into a beast of your size or smaller. You or a friendly caster can then cast animal friendship or a similar charm spell on said beast.

You now have a creature your size or smaller that is likely to travel with you. Maybe bring some kibble for bribes. ..

You teleport to a location above the camp and set the beast free, either having someone drop the polymorph spell or simply dropping the transformed creature so the fall damage knocks it out of its beast form.

This trick is only useful if you can polymorph something else into something else. If your enemy has lots of resources, they’ll be able to defend themselves better. ..

A werewolf immune to nonmagical attacks could wreak havoc in an enemy encampment if those troops aren’t expecting lycanthropes and don’t have any silvered or magic weapons.

After the initial attack, werewolves would be running around unchecked. ..

Carrying Capacity

A dimension door allows you to teleport along with any objects you want, as long as the weight is more than you can carry. ..

Your carrying capacity is a number of pounds equal to 15 times your Strength score, so a creature with 18 Strength can carry 270 pounds.

That’s nice, but we can make that bigger. ..

This ability is incredibly useful for creatures like orcs, who are often very large and powerful. It also makes them more difficult to kill, as they can’t easily overpower someone with their strength.

We only care about carrying capacity right now. For each size category above Medium, you quadruple the weight that a creature can carry.

This means that a human with 18 Strength can carry 270 pounds, but a giant with 18 Strength can carry 540 pounds.

A creature with the ability to cast dimension door and a high carrying capacity can be very useful for treasure hunting. You can bring more treasure out of a vault (assuming you don’t have a portable hole or some other storage item). ..

You could bring large items into or out of combat as part of an escape or ambush. This could include anything from a backpack to a vehicle.

In a world where the average person is now carrying more than 540 pounds, it’s important to remember that this isn’t a new weight. In fact, the average person has been carrying more weight for longer than anyone could have imagined. But what is new about this current weight? The current weight of 540 pounds is larger than any previous weight that anyone has ever carried. This is because the average person has been carrying more weight for longer than anyone could have imagined. The average person has been carrying more weight for longer than anyone could have imagined because they are growing older.

The enlarge/reduce spell doubles the target’s size in all dimensions, which has a number of effects, but the main one here is an increase to its carrying capacity.

The Large creature now counts as two sizes larger, meaning that it can now carry 2,160 pounds. ..

We can do better by taking a step back and looking at the bigger picture.

Tasha’s Cauldron of Everything introduces a new fighter archetype called the Rune Knight. This fighter uses magic derived from the giants to grow in size and create various effects. ..

While the class itself comes with a lot of cool abilities, we are most interested in the size increase right now.

Goliath fighters use their Giant’s Might ability to become large-sized creatures. A friendly spellcaster pops enlarge/reduce, and our Rune Knight is sitting pretty as a Huge-sized creature who lifts as a Gargantuan-sized creature. ..

This giant is on display at the Smithsonian’s National Museum of American History in Washington, D.C., this week. It’s a replica of the locomotive that pulled the first transcontinental railroad in 1869.

At 18th level, a goliath’s Giant’s Might feature now allows them to become Huge-sized. That means enlarging them would bump them up to Gargantuan size. ..

The powerful build would probably not help here, as there is no size above Gargantuan for the giant Rune Knight to count as. 5th edition dropped the Colossal size category, which previous editions had.

We can imagine a game where a giant character like Superman can teleport, lifting over 2,000 pounds. This would give the player the ability to do things they couldn’t do before, like fly or swim.

dimension door allows for your giant-sized ally to simply appear in the middle of a town, wrecking shop like Godzilla in Tokyo. As an intimidation tactic, you could do some kind of ritual, ‘summoning’ a giant to your side.

Some creatures revere or fear giants, so someone they think is capable of summoning one would be a powerful force to contend with. ..

You could set up a lovely scheme where wandering ‘giants’ keep attacking towns, and you and your team go about ‘banishing them’. All you need is to give your Rune Knight a cape of the mountebank so they can vanish in a puff of smoke when you give them their cue. This would allow you to take the focus off of yourself and put it on helping your team, which is always a good thing. ..

A Rune Knight giant with flying boots and 2,000 pounds of rocks can drop down on unsuspecting bandit camps.

If you have a giant party member, you could use them to transport massive amounts of supplies across enemy lines, bringing food or medicine to besieged castles.

Your Rune Knight ally can hold back a collapsing dam or ceiling, only to teleport away when their enemy approaches. The target creature then gets hit by whatever the Rune Knight is no longer holding back.

Dimension door is an extremely useful spell that allows for any number of tricks that involve instantaneous movement over decently long distances.