![]() ![]() ![]() A 90 foot fall deals 9d6 nonmagical bludgeoning damage. ![]() Unlike scatter, this spell can actually teleport its target into the air, whether that’s off a cliff, over water or lava, or simply 90 feet up in the air. The main combat use of Relocate may not be immediately apparent on the first read. It isn’t ideal, but sometimes you just gotta move! While this usage is essentially a worse version of misty step since it costs an action instead of a bonus action, it can still be worthwhile when the mage simply must reach a certain place on time and hasn’t prepared or learned another teleportation spell. This spell can even be used for teleportation without any offensive use: if you are desperate, you can simply teleport up to 30 feet without attacking any enemies at all. While its not the strongest at any of those effects alone, altogether it can make for a very potent turn at the cost of just one 2nd-level slot. This spell combines the single-target damage of the best 1st-level spells, the teleportation of the 2nd-level misty step (normally a bonus action), and the prone effect. The first spell has been dreamed about ever since that first crazy player looked at their little teleportation spell and asked their DM “Wait, can I try to teleport through the monster to damage it?” Beluud’s Brutal Jaunt is exactly what results when a mage attempts this little deadly trick. These two spells were designed, among other reasons, to provide characters looking to specialize in teleportation magic with offensive options to use in combat that don’t feel out of place with the rest of the character concept. But the power of instantly changing a creature or object’s location can be used for so much more than simple re-positioning. 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. ![]()
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