If an Eladrin can move 6 squares in a move action or he/she can use Fey Step to teleport 5 squares, which is also one move action, what is the difference? If both count as one move action and either one takes your full turn during combat, is there really any benefit to teleporting 5 squares during combat instead of moving 6 squares? Or is Fey Step really only useful for teleporting into a locked area or an elevated position (like teleporting into a tree)?
[RPG] Difference between teleportation and moving in 4e
dnd-4eteleportation
Related Solutions
There is some disagreement on the Wizards' forum on this as well.
There is a ruling from customer service in 2008.
You must be 3 squares AWAY from the square in which you started your turn. If you end your turn only two squares away from where you started you will not gain concealment with Shadow Walk.
A ruling from 2009 contradicts that.
In order for the Shadow walk to trigger the warlock needs to move at least 3 squares away from the starting square. He does not need to finish his move 3 or more squares away from the starting square
Incidentally the PHB3 glossary explicitly defines movement as
Whenever a creature, an object, or an effect leaves a square to enter another, it is moving, whether that move is done willingly or is forced. This means shifting, teleporting, and being pushed are all moves, for example.
So if you were to teleport 3 squares on your turn (through a non-immediate power though please!) you should trigger Shadow Walk.
Yes, but it doesn't bypass checks to remain on the dragon.
First, let's examine dimension door.
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as 200 feet straight downward or upward to the northwest at a 45-degree angle, 300 feet.
Getting to the dragon isn't a problem. You could visualize the back of the dragon, or you could teleport a few feet above it.
However this doesn't bypass the dex/strength checks (DMG p. 271):
After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check.
This isn't without issue, though.
After you dimension door onto the dragon, you still make a check to remain on there. This check requires an action, which raises the problem of the action being consumed in order to cast dimension door, leaving no action to cling onto the creature.
There are a few options to get around this.
1. Quickened Spell(Metamagic)
Allows you to cast dimension door as a bonus action, leaving you with an action to cling to the dragon. This is simplest option. All it requires is two levels of sorcerer and burning 2 sorcery points.
2. Action Surge
This option requires at least two levels in Fighter, costing you some levels in spell casting classes. Less of an issue if not a main spell caster, such as an Arcane Trickster Rogue. It also only can be used once per rest.
3. DM Fiat
This is basically ignoring the problem but still belongs here for the sake of completion. Your DM could rule that instead of clinging onto the dragon with an action, you could balance your self on the dragon with a check.
Best Answer
In almost all cases, teleportation is strictly better than an equivalent amount of movement. This is why teleportation usually shows up at lower numbers than movement for any given power/action type.
Most of the advantages of teleportation are from the fact that teleporting moves you from the start to the end without touching any of the squares in between.
Some examples:
Teleporting lets you skip over hazardous or difficult terrain.
Teleporting lets you pass "through" enemies that would block movement.
Teleporting doesn't generally provoke attacks of opportunity. You can teleport across a crowd of minions without being touched, but running through them could get you hit several times.
You can use teleport to escape a grab.
You can use teleport to trigger a number of powers (particularly warlock ones).
You can't teleport around a corner in a single action.
Teleportation is usually more "expensive" than regular movement. It either doesn't let you move as far, or requires the expenditure of a power.