How to make a Nightcrawler-esque NPC villain for my players?












2












$begingroup$


I am currently DMing a D&D 5e campaign for a party of 4, and I wanted a villain with a teleporting ability similar to Nightcrawler, from Marvel Comics.



I have run into an issue. The main attraction for me of a teleporting character is that they would be difficult to hit, due to the ability to teleport out of the way of an attack, but I am having trouble balancing a reaction-based teleporting ability - think of the Parry manever, where you can take a reaction to up your AC, but here instead you teleport out of harm's way.



The problem with balancing this is that if I make it powerful enough to be effective, than it becomes nigh-impossible to hit said villain. A solution would be to limit the amount of times he can do it, but that decreases the appeal of an NPC built upon his unlimited uses of teleportation powers.



How can I give a villainous NPC this sort of ability without it being overpowered?










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  • 2




    $begingroup$
    What are the PC's levels?
    $endgroup$
    – AntiDrondert
    54 mins ago






  • 1




    $begingroup$
    If this ability is reaction based he could only dodge once per round. Is this too often? Or not often enough?
    $endgroup$
    – Baergren
    50 mins ago












  • $begingroup$
    There's too few parameters to make a good answer. Especially since you don't specify the party level and the actual statblock, at least. Without some kind of measurement to mark which answers "the best", this is too broad or too opinion based.
    $endgroup$
    – Vylix
    6 mins ago
















2












$begingroup$


I am currently DMing a D&D 5e campaign for a party of 4, and I wanted a villain with a teleporting ability similar to Nightcrawler, from Marvel Comics.



I have run into an issue. The main attraction for me of a teleporting character is that they would be difficult to hit, due to the ability to teleport out of the way of an attack, but I am having trouble balancing a reaction-based teleporting ability - think of the Parry manever, where you can take a reaction to up your AC, but here instead you teleport out of harm's way.



The problem with balancing this is that if I make it powerful enough to be effective, than it becomes nigh-impossible to hit said villain. A solution would be to limit the amount of times he can do it, but that decreases the appeal of an NPC built upon his unlimited uses of teleportation powers.



How can I give a villainous NPC this sort of ability without it being overpowered?










share|improve this question









New contributor




CollinB is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







$endgroup$








  • 2




    $begingroup$
    What are the PC's levels?
    $endgroup$
    – AntiDrondert
    54 mins ago






  • 1




    $begingroup$
    If this ability is reaction based he could only dodge once per round. Is this too often? Or not often enough?
    $endgroup$
    – Baergren
    50 mins ago












  • $begingroup$
    There's too few parameters to make a good answer. Especially since you don't specify the party level and the actual statblock, at least. Without some kind of measurement to mark which answers "the best", this is too broad or too opinion based.
    $endgroup$
    – Vylix
    6 mins ago














2












2








2





$begingroup$


I am currently DMing a D&D 5e campaign for a party of 4, and I wanted a villain with a teleporting ability similar to Nightcrawler, from Marvel Comics.



I have run into an issue. The main attraction for me of a teleporting character is that they would be difficult to hit, due to the ability to teleport out of the way of an attack, but I am having trouble balancing a reaction-based teleporting ability - think of the Parry manever, where you can take a reaction to up your AC, but here instead you teleport out of harm's way.



The problem with balancing this is that if I make it powerful enough to be effective, than it becomes nigh-impossible to hit said villain. A solution would be to limit the amount of times he can do it, but that decreases the appeal of an NPC built upon his unlimited uses of teleportation powers.



How can I give a villainous NPC this sort of ability without it being overpowered?










share|improve this question









New contributor




CollinB is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







$endgroup$




I am currently DMing a D&D 5e campaign for a party of 4, and I wanted a villain with a teleporting ability similar to Nightcrawler, from Marvel Comics.



I have run into an issue. The main attraction for me of a teleporting character is that they would be difficult to hit, due to the ability to teleport out of the way of an attack, but I am having trouble balancing a reaction-based teleporting ability - think of the Parry manever, where you can take a reaction to up your AC, but here instead you teleport out of harm's way.



The problem with balancing this is that if I make it powerful enough to be effective, than it becomes nigh-impossible to hit said villain. A solution would be to limit the amount of times he can do it, but that decreases the appeal of an NPC built upon his unlimited uses of teleportation powers.



How can I give a villainous NPC this sort of ability without it being overpowered?







dnd-5e balance npc teleportation monster-design






share|improve this question









New contributor




CollinB is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











share|improve this question









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share|improve this question




share|improve this question








edited 19 mins ago









V2Blast

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asked 58 mins ago









CollinBCollinB

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CollinB is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






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Check out our Code of Conduct.








  • 2




    $begingroup$
    What are the PC's levels?
    $endgroup$
    – AntiDrondert
    54 mins ago






  • 1




    $begingroup$
    If this ability is reaction based he could only dodge once per round. Is this too often? Or not often enough?
    $endgroup$
    – Baergren
    50 mins ago












  • $begingroup$
    There's too few parameters to make a good answer. Especially since you don't specify the party level and the actual statblock, at least. Without some kind of measurement to mark which answers "the best", this is too broad or too opinion based.
    $endgroup$
    – Vylix
    6 mins ago














  • 2




    $begingroup$
    What are the PC's levels?
    $endgroup$
    – AntiDrondert
    54 mins ago






  • 1




    $begingroup$
    If this ability is reaction based he could only dodge once per round. Is this too often? Or not often enough?
    $endgroup$
    – Baergren
    50 mins ago












  • $begingroup$
    There's too few parameters to make a good answer. Especially since you don't specify the party level and the actual statblock, at least. Without some kind of measurement to mark which answers "the best", this is too broad or too opinion based.
    $endgroup$
    – Vylix
    6 mins ago








2




2




$begingroup$
What are the PC's levels?
$endgroup$
– AntiDrondert
54 mins ago




$begingroup$
What are the PC's levels?
$endgroup$
– AntiDrondert
54 mins ago




1




1




$begingroup$
If this ability is reaction based he could only dodge once per round. Is this too often? Or not often enough?
$endgroup$
– Baergren
50 mins ago






$begingroup$
If this ability is reaction based he could only dodge once per round. Is this too often? Or not often enough?
$endgroup$
– Baergren
50 mins ago














$begingroup$
There's too few parameters to make a good answer. Especially since you don't specify the party level and the actual statblock, at least. Without some kind of measurement to mark which answers "the best", this is too broad or too opinion based.
$endgroup$
– Vylix
6 mins ago




$begingroup$
There's too few parameters to make a good answer. Especially since you don't specify the party level and the actual statblock, at least. Without some kind of measurement to mark which answers "the best", this is too broad or too opinion based.
$endgroup$
– Vylix
6 mins ago










3 Answers
3






active

oldest

votes


















8












$begingroup$

Ok, there's two ways to go about it. Limited use, or limited reliability.



Limited Use



This is simple: as a reaction, teleport up to your move. Reaction rules limits this to 1/round.



Limited Reliability



Follow the 3.5's Wall of Blades 'spell' example: opposed rolls. Pick a save that makes sense (might be Dexterity, for reaction, or Intelligence, for the focus required, for example). I'd probably go with Dex. As a free action, when attacked, roll a Dex save. If this is more than the incoming attack's roll, teleport 5ft vs ranged or your move speed vs melee, avoiding the attack (ranged vs melee difference to keep the enemy from moving away too fast when the melee haven't even caught up yet). Limit this to when you're aware of the attacker and able to react (or in other words, when the enemy doesn't have advantage on their attack).



In any case, go with a pitifully low AC, especially with the second effect. It amounts to a 50% miss chance, pretty much enough to keep things ok



The Prestige Way



This is actually like a magic trick, in that under the hood, no teleportation-dodge happens. It just looks that way.



Build the villain for a high AC through Dexterity. Give him 'when an attack misses you, you can move X feet'. Describe misses as missing because of the teleportation, not the other way around. Roll a die behind your screen when the players attack, and pretend to care of the result and blame it for the 'active' misses.






share|improve this answer









$endgroup$













  • $begingroup$
    +1 for the "Prestige". I love clever solutions where you can narratively re-flavor otherwise fairly mundane abilities.
    $endgroup$
    – Sabre
    21 mins ago



















1












$begingroup$

Make a it a legendary ability.



I like to give all boss creatures legendary actions, makes them feel more epic compared to being just a stronger mob.



this is the table i use




  • move action - 1 point

  • single attack action 1 point

  • cast a cantrip - 1 point

  • dash action - 2 points

  • multiattack - 2 points

  • cast a spell - 2 points

  • move and attack action - 3 points


chose how may points you boss has (1-4) based on difficult tier.



then just make you teleport a cantrip
- The next time the creature is hit with an attack the attack misses and the creature teleport's to an open space it can see up to 30 ft away.



As it is a legendary action it can only be taken at the end of a players turn so you will have to preempt when you want to cast it so it wont always be active.



it only affects the next hit so you can only dodge once per player turn making it possible to hit the boss while keeping the nightcrawler theme.



PS this is a great idea for a boss and im looking forward to running it soon :)






share|improve this answer









$endgroup$





















    1












    $begingroup$

    Give your villain a Blink spell




    Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from.




    Though it isn't teleporting per se, you can reflavor it as such. You can make it at-will spell or part of innate spellcasting with limited number of uses, though spell balances itself just right, as the probability of spell's effect occuring is 50%.



    Throw in a couple of Rogue's class features



    Uncanny Dodge




    Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.




    Evasion




    Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.




    Treat these as constant blinking, making it hard for his opponents to land a solid hit.




    Overall your character seems like a reflavored 13th level Arcane Trickster, except for his dodging is actualy teleporting away in the nick of time.




    share|improve this answer









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      3 Answers
      3






      active

      oldest

      votes








      3 Answers
      3






      active

      oldest

      votes









      active

      oldest

      votes






      active

      oldest

      votes









      8












      $begingroup$

      Ok, there's two ways to go about it. Limited use, or limited reliability.



      Limited Use



      This is simple: as a reaction, teleport up to your move. Reaction rules limits this to 1/round.



      Limited Reliability



      Follow the 3.5's Wall of Blades 'spell' example: opposed rolls. Pick a save that makes sense (might be Dexterity, for reaction, or Intelligence, for the focus required, for example). I'd probably go with Dex. As a free action, when attacked, roll a Dex save. If this is more than the incoming attack's roll, teleport 5ft vs ranged or your move speed vs melee, avoiding the attack (ranged vs melee difference to keep the enemy from moving away too fast when the melee haven't even caught up yet). Limit this to when you're aware of the attacker and able to react (or in other words, when the enemy doesn't have advantage on their attack).



      In any case, go with a pitifully low AC, especially with the second effect. It amounts to a 50% miss chance, pretty much enough to keep things ok



      The Prestige Way



      This is actually like a magic trick, in that under the hood, no teleportation-dodge happens. It just looks that way.



      Build the villain for a high AC through Dexterity. Give him 'when an attack misses you, you can move X feet'. Describe misses as missing because of the teleportation, not the other way around. Roll a die behind your screen when the players attack, and pretend to care of the result and blame it for the 'active' misses.






      share|improve this answer









      $endgroup$













      • $begingroup$
        +1 for the "Prestige". I love clever solutions where you can narratively re-flavor otherwise fairly mundane abilities.
        $endgroup$
        – Sabre
        21 mins ago
















      8












      $begingroup$

      Ok, there's two ways to go about it. Limited use, or limited reliability.



      Limited Use



      This is simple: as a reaction, teleport up to your move. Reaction rules limits this to 1/round.



      Limited Reliability



      Follow the 3.5's Wall of Blades 'spell' example: opposed rolls. Pick a save that makes sense (might be Dexterity, for reaction, or Intelligence, for the focus required, for example). I'd probably go with Dex. As a free action, when attacked, roll a Dex save. If this is more than the incoming attack's roll, teleport 5ft vs ranged or your move speed vs melee, avoiding the attack (ranged vs melee difference to keep the enemy from moving away too fast when the melee haven't even caught up yet). Limit this to when you're aware of the attacker and able to react (or in other words, when the enemy doesn't have advantage on their attack).



      In any case, go with a pitifully low AC, especially with the second effect. It amounts to a 50% miss chance, pretty much enough to keep things ok



      The Prestige Way



      This is actually like a magic trick, in that under the hood, no teleportation-dodge happens. It just looks that way.



      Build the villain for a high AC through Dexterity. Give him 'when an attack misses you, you can move X feet'. Describe misses as missing because of the teleportation, not the other way around. Roll a die behind your screen when the players attack, and pretend to care of the result and blame it for the 'active' misses.






      share|improve this answer









      $endgroup$













      • $begingroup$
        +1 for the "Prestige". I love clever solutions where you can narratively re-flavor otherwise fairly mundane abilities.
        $endgroup$
        – Sabre
        21 mins ago














      8












      8








      8





      $begingroup$

      Ok, there's two ways to go about it. Limited use, or limited reliability.



      Limited Use



      This is simple: as a reaction, teleport up to your move. Reaction rules limits this to 1/round.



      Limited Reliability



      Follow the 3.5's Wall of Blades 'spell' example: opposed rolls. Pick a save that makes sense (might be Dexterity, for reaction, or Intelligence, for the focus required, for example). I'd probably go with Dex. As a free action, when attacked, roll a Dex save. If this is more than the incoming attack's roll, teleport 5ft vs ranged or your move speed vs melee, avoiding the attack (ranged vs melee difference to keep the enemy from moving away too fast when the melee haven't even caught up yet). Limit this to when you're aware of the attacker and able to react (or in other words, when the enemy doesn't have advantage on their attack).



      In any case, go with a pitifully low AC, especially with the second effect. It amounts to a 50% miss chance, pretty much enough to keep things ok



      The Prestige Way



      This is actually like a magic trick, in that under the hood, no teleportation-dodge happens. It just looks that way.



      Build the villain for a high AC through Dexterity. Give him 'when an attack misses you, you can move X feet'. Describe misses as missing because of the teleportation, not the other way around. Roll a die behind your screen when the players attack, and pretend to care of the result and blame it for the 'active' misses.






      share|improve this answer









      $endgroup$



      Ok, there's two ways to go about it. Limited use, or limited reliability.



      Limited Use



      This is simple: as a reaction, teleport up to your move. Reaction rules limits this to 1/round.



      Limited Reliability



      Follow the 3.5's Wall of Blades 'spell' example: opposed rolls. Pick a save that makes sense (might be Dexterity, for reaction, or Intelligence, for the focus required, for example). I'd probably go with Dex. As a free action, when attacked, roll a Dex save. If this is more than the incoming attack's roll, teleport 5ft vs ranged or your move speed vs melee, avoiding the attack (ranged vs melee difference to keep the enemy from moving away too fast when the melee haven't even caught up yet). Limit this to when you're aware of the attacker and able to react (or in other words, when the enemy doesn't have advantage on their attack).



      In any case, go with a pitifully low AC, especially with the second effect. It amounts to a 50% miss chance, pretty much enough to keep things ok



      The Prestige Way



      This is actually like a magic trick, in that under the hood, no teleportation-dodge happens. It just looks that way.



      Build the villain for a high AC through Dexterity. Give him 'when an attack misses you, you can move X feet'. Describe misses as missing because of the teleportation, not the other way around. Roll a die behind your screen when the players attack, and pretend to care of the result and blame it for the 'active' misses.







      share|improve this answer












      share|improve this answer



      share|improve this answer










      answered 35 mins ago









      ThanosMaravelThanosMaravel

      69919




      69919












      • $begingroup$
        +1 for the "Prestige". I love clever solutions where you can narratively re-flavor otherwise fairly mundane abilities.
        $endgroup$
        – Sabre
        21 mins ago


















      • $begingroup$
        +1 for the "Prestige". I love clever solutions where you can narratively re-flavor otherwise fairly mundane abilities.
        $endgroup$
        – Sabre
        21 mins ago
















      $begingroup$
      +1 for the "Prestige". I love clever solutions where you can narratively re-flavor otherwise fairly mundane abilities.
      $endgroup$
      – Sabre
      21 mins ago




      $begingroup$
      +1 for the "Prestige". I love clever solutions where you can narratively re-flavor otherwise fairly mundane abilities.
      $endgroup$
      – Sabre
      21 mins ago













      1












      $begingroup$

      Make a it a legendary ability.



      I like to give all boss creatures legendary actions, makes them feel more epic compared to being just a stronger mob.



      this is the table i use




      • move action - 1 point

      • single attack action 1 point

      • cast a cantrip - 1 point

      • dash action - 2 points

      • multiattack - 2 points

      • cast a spell - 2 points

      • move and attack action - 3 points


      chose how may points you boss has (1-4) based on difficult tier.



      then just make you teleport a cantrip
      - The next time the creature is hit with an attack the attack misses and the creature teleport's to an open space it can see up to 30 ft away.



      As it is a legendary action it can only be taken at the end of a players turn so you will have to preempt when you want to cast it so it wont always be active.



      it only affects the next hit so you can only dodge once per player turn making it possible to hit the boss while keeping the nightcrawler theme.



      PS this is a great idea for a boss and im looking forward to running it soon :)






      share|improve this answer









      $endgroup$


















        1












        $begingroup$

        Make a it a legendary ability.



        I like to give all boss creatures legendary actions, makes them feel more epic compared to being just a stronger mob.



        this is the table i use




        • move action - 1 point

        • single attack action 1 point

        • cast a cantrip - 1 point

        • dash action - 2 points

        • multiattack - 2 points

        • cast a spell - 2 points

        • move and attack action - 3 points


        chose how may points you boss has (1-4) based on difficult tier.



        then just make you teleport a cantrip
        - The next time the creature is hit with an attack the attack misses and the creature teleport's to an open space it can see up to 30 ft away.



        As it is a legendary action it can only be taken at the end of a players turn so you will have to preempt when you want to cast it so it wont always be active.



        it only affects the next hit so you can only dodge once per player turn making it possible to hit the boss while keeping the nightcrawler theme.



        PS this is a great idea for a boss and im looking forward to running it soon :)






        share|improve this answer









        $endgroup$
















          1












          1








          1





          $begingroup$

          Make a it a legendary ability.



          I like to give all boss creatures legendary actions, makes them feel more epic compared to being just a stronger mob.



          this is the table i use




          • move action - 1 point

          • single attack action 1 point

          • cast a cantrip - 1 point

          • dash action - 2 points

          • multiattack - 2 points

          • cast a spell - 2 points

          • move and attack action - 3 points


          chose how may points you boss has (1-4) based on difficult tier.



          then just make you teleport a cantrip
          - The next time the creature is hit with an attack the attack misses and the creature teleport's to an open space it can see up to 30 ft away.



          As it is a legendary action it can only be taken at the end of a players turn so you will have to preempt when you want to cast it so it wont always be active.



          it only affects the next hit so you can only dodge once per player turn making it possible to hit the boss while keeping the nightcrawler theme.



          PS this is a great idea for a boss and im looking forward to running it soon :)






          share|improve this answer









          $endgroup$



          Make a it a legendary ability.



          I like to give all boss creatures legendary actions, makes them feel more epic compared to being just a stronger mob.



          this is the table i use




          • move action - 1 point

          • single attack action 1 point

          • cast a cantrip - 1 point

          • dash action - 2 points

          • multiattack - 2 points

          • cast a spell - 2 points

          • move and attack action - 3 points


          chose how may points you boss has (1-4) based on difficult tier.



          then just make you teleport a cantrip
          - The next time the creature is hit with an attack the attack misses and the creature teleport's to an open space it can see up to 30 ft away.



          As it is a legendary action it can only be taken at the end of a players turn so you will have to preempt when you want to cast it so it wont always be active.



          it only affects the next hit so you can only dodge once per player turn making it possible to hit the boss while keeping the nightcrawler theme.



          PS this is a great idea for a boss and im looking forward to running it soon :)







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered 23 mins ago









          SkeithSkeith

          2,10842434




          2,10842434























              1












              $begingroup$

              Give your villain a Blink spell




              Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from.




              Though it isn't teleporting per se, you can reflavor it as such. You can make it at-will spell or part of innate spellcasting with limited number of uses, though spell balances itself just right, as the probability of spell's effect occuring is 50%.



              Throw in a couple of Rogue's class features



              Uncanny Dodge




              Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.




              Evasion




              Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.




              Treat these as constant blinking, making it hard for his opponents to land a solid hit.




              Overall your character seems like a reflavored 13th level Arcane Trickster, except for his dodging is actualy teleporting away in the nick of time.




              share|improve this answer









              $endgroup$


















                1












                $begingroup$

                Give your villain a Blink spell




                Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from.




                Though it isn't teleporting per se, you can reflavor it as such. You can make it at-will spell or part of innate spellcasting with limited number of uses, though spell balances itself just right, as the probability of spell's effect occuring is 50%.



                Throw in a couple of Rogue's class features



                Uncanny Dodge




                Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.




                Evasion




                Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.




                Treat these as constant blinking, making it hard for his opponents to land a solid hit.




                Overall your character seems like a reflavored 13th level Arcane Trickster, except for his dodging is actualy teleporting away in the nick of time.




                share|improve this answer









                $endgroup$
















                  1












                  1








                  1





                  $begingroup$

                  Give your villain a Blink spell




                  Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from.




                  Though it isn't teleporting per se, you can reflavor it as such. You can make it at-will spell or part of innate spellcasting with limited number of uses, though spell balances itself just right, as the probability of spell's effect occuring is 50%.



                  Throw in a couple of Rogue's class features



                  Uncanny Dodge




                  Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.




                  Evasion




                  Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.




                  Treat these as constant blinking, making it hard for his opponents to land a solid hit.




                  Overall your character seems like a reflavored 13th level Arcane Trickster, except for his dodging is actualy teleporting away in the nick of time.




                  share|improve this answer









                  $endgroup$



                  Give your villain a Blink spell




                  Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from.




                  Though it isn't teleporting per se, you can reflavor it as such. You can make it at-will spell or part of innate spellcasting with limited number of uses, though spell balances itself just right, as the probability of spell's effect occuring is 50%.



                  Throw in a couple of Rogue's class features



                  Uncanny Dodge




                  Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.




                  Evasion




                  Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.




                  Treat these as constant blinking, making it hard for his opponents to land a solid hit.




                  Overall your character seems like a reflavored 13th level Arcane Trickster, except for his dodging is actualy teleporting away in the nick of time.





                  share|improve this answer












                  share|improve this answer



                  share|improve this answer










                  answered 19 mins ago









                  AntiDrondertAntiDrondert

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