How to make a Nightcrawler-esque NPC villain for my players?
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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
New contributor
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add a comment |
$begingroup$
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?
dnd-5e balance npc teleportation monster-design
New contributor
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2
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What are the PC's levels?
$endgroup$
– AntiDrondert
54 mins ago
1
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If this ability is reaction based he could only dodge once per round. Is this too often? Or not often enough?
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– Baergren
50 mins ago
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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.
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– Vylix
6 mins ago
add a comment |
$begingroup$
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?
dnd-5e balance npc teleportation monster-design
New contributor
$endgroup$
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
dnd-5e balance npc teleportation monster-design
New contributor
New contributor
edited 19 mins ago
V2Blast
20.5k358128
20.5k358128
New contributor
asked 58 mins ago
CollinBCollinB
314
314
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New contributor
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
add a comment |
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
add a comment |
3 Answers
3
active
oldest
votes
$begingroup$
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.
$endgroup$
$begingroup$
+1 for the "Prestige". I love clever solutions where you can narratively re-flavor otherwise fairly mundane abilities.
$endgroup$
– Sabre
21 mins ago
add a comment |
$begingroup$
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 :)
$endgroup$
add a comment |
$begingroup$
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.
$endgroup$
add a comment |
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3 Answers
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3 Answers
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$begingroup$
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.
$endgroup$
$begingroup$
+1 for the "Prestige". I love clever solutions where you can narratively re-flavor otherwise fairly mundane abilities.
$endgroup$
– Sabre
21 mins ago
add a comment |
$begingroup$
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.
$endgroup$
$begingroup$
+1 for the "Prestige". I love clever solutions where you can narratively re-flavor otherwise fairly mundane abilities.
$endgroup$
– Sabre
21 mins ago
add a comment |
$begingroup$
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.
$endgroup$
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.
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
add a comment |
$begingroup$
+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
add a comment |
$begingroup$
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 :)
$endgroup$
add a comment |
$begingroup$
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 :)
$endgroup$
add a comment |
$begingroup$
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 :)
$endgroup$
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 :)
answered 23 mins ago
SkeithSkeith
2,10842434
2,10842434
add a comment |
add a comment |
$begingroup$
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.
$endgroup$
add a comment |
$begingroup$
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.
$endgroup$
add a comment |
$begingroup$
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.
$endgroup$
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.
answered 19 mins ago
AntiDrondertAntiDrondert
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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