![]() As a bonus action, you manifest one of your Psychic Blades and throw it at an unoccupied space you can see, up to a number of feet away equal to 5 times the highest number on your Psionic Talent die. The teleportation circle created by the tablet disappears at the end of your next turn. If your Psionic Talent die is available, you can hurl your Psychic Blades to magically transport yourself to another location. ![]() This teleportation circle has the characteristics of one created using the Teleportation Circle spell, except that it connects to the teleportation circle whose sigil sequence appears on the tablet. If the tablet is broken while it is on the same plane of existence as the teleportation circle whose sigil sequence was engraved on it, a 10-foot-diameter teleportation circle of glowing blue light appears on the ground in an unoccupied space you choose within 30 feet of you. You can use an action to break the tablet in half, turning it to dust. A creature that studies the sequence for 10 minutes can make a DC 21 Intelligence (Arcana) check, learning the circle’s destination on a success. But the power of instantly changing a creature or object’s location can be used for so much more than simple re-positioning. ![]() Inscribed on it is the sigil sequence for a permanent teleportation circle. Most teleportation spells in 5th edition D&D don’t have combat applications other than simply changing the location of yourself, an ally, or an enemy. This clay tablet is eight inches long, four inches wide, and half an inch thick. Teleportation Circle As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your Location to a permanent Teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. Source: Critical Role - Call of the Netherdeep
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