![]() ![]() the NPC opponents have teleport as well, and if the player characters teleport out, the NPCs will follow them and continue the fightĪt my table, I generally consider this sort of escape mechanism to be a good thing, because the player characters won't use it unless they're at risk of TPK - so allowing teleportation is a way to make sure I don't accidentally TPK the group.the NPC opponents are currently being ambushed, but if the player characters teleport out partway through the attack, the opponents will find lots of reinforcements.the player characters are on a time limit, and if they teleport out then it will take them time to get back.It's better to build a plan that will handle it gracefully if the player characters teleport out. Many tables will consider it "cheap" for the DM to deliberately shut down player character abilities. It's good practice to not use this too aggressively It's also fine to homebrew something - for example you might adapt the AD&D weirdstone item to 5e. This is the "intended" way for NPC opponents to prevent planar travel. Note that the player characters can use dispel magic on this, so a determined opponent would probably want to cast it several times on the same area (using scrolls?), to make it really expensive to dispel. The area is a 100ft cube for a fourth-level spell slot, a 200ft cube for a fifth-level spell slot, et cetera. This spell allows the caster to block all teleportation and planar travel in an area. ![]() You're looking for the private sanctum spell
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