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Teleport

Level 7 · Conjuration

  • Damage
  • Teleport

A 7th-level spell in the conjuration school, Teleport appears on the bard, sorcerer, and wizard lists. Cast time: Action. Range 10 feet, components V, duration instantaneous. Effect: This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select.

Stat Block

Level
7
School
Conjuration
Casting Time
Action
Range / Area
10 feet
Components
V
Duration
Instantaneous
Ritual
No
Concentration
No
Classes
Bard, Sorcerer, Wizard
Material

Description

This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.

Here are the meanings of the terms in the table's Familiarity column:

  • Permanent circle: A permanent teleportation circle whose sigil sequence you know.
  • Linked object: You possess an object taken from the desired destination within the last six months, such as a book from a wizard's library.
  • Very familiar: A place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.
  • Seen casually: A place you have seen more than once but with which you aren't very familiar.
  • Viewed once or described: A place you have seen once, possibly using magic, or a place you know through someone else's description, perhaps from a map.
  • False destination: A place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists.

The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city.

You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.

You and your group (or the target object) appear where you intended.

5e (2014) vs 2024 changes

This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.

Doungim Lore

School Fit

Conjuration handles every spell that brings something onto the battlefield that was not there a round ago, and every spell that removes the caster from one square and places them in another. Teleport sits among the Conjurations on the strength of the spell places matter or creatures into the world that were not there before the cast. Spells of Teleport's level usually shape an entire encounter, not a single round.

Class Fit

  • Bard: College of Valor and College of Swords Bards lean toward melee — Teleport earns its slot if it works inside or around weapon-attack turns. 10 feet is enough range that Teleport doesn't pull the caster forward.
  • Sorcerer: Draconic, Wild Magic, Aberrant Mind, Clockwork Soul, and Lunar Sorcerers each get subclass-bonus spells. If Teleport is already on the bonus list, save the known-spell budget. At 10 feet, Teleport stays usable from the caster's typical positioning.
  • Wizard: At tier 1 Wizards have small prepared lists. Teleport earns its place by either being always-relevant (Shield, Mage Armor) or by being the right answer to a known problem. The 10-foot range on Teleport leaves room for the caster to stay in the back line.

Tactical play (Doungim editorial)

Single-cast teleport up to 9 creatures to a familiar place. Roll on the misfire table for unfamiliar destinations.

Bard spellsSorcerer spellsWizard spellsConjuration schoolLevel 7

Related Spells

Frequently Asked Questions about Teleport

What level spell is Teleport?
Teleport sits at level 7 in the Conjuration school of magic, prepared by Bard, Sorcerer, Wizard.
What is the range of Teleport?
From the caster's position, Teleport reaches 10 feet.
What components and casting time does Teleport need?
For Teleport: Teleport requires V, casting is a normal Action.
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QR code linking to Teleport — https://www.doungim.com/dnd/spells/teleport Scannable QR code encoding the URL https://www.doungim.com/dnd/spells/teleport. Point a phone camera at this code to open the Teleport page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.
Scannable QR code encoding the URL https://www.doungim.com/dnd/spells/teleport. Point a phone camera at this code to open the Teleport page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.