Is there any way to throw your weapon and then teleport to its position?

I’m building a bladesinger who dual-wields scimitars. I’m taking 3 levels in Eldritch Knight for the ability to throw them and teleport them back.

Is there any race, feat, enchantment, anything, which allows you to teleport to the space where your weapon is (if it’s not locked in a tiny chest or something), preferably appearing with it in your hand?

How could I make a Character use a device such as a magic sword after a teleport or dash?

First and foremost if you didn’t get it from the question this is talking about Mutants and Masterminds. and its a question about character building. Im not sure how to tell but I think its second edition. all I know its it isnt the one that splits Dex into three separate stats

I would like to know the appropriate Powers to make a character both Dash a set distance and attack with his magic sword which is a 3 point device As a regular equipment point sword doesnt have powers. or teleport and Use the magic sword.

the character also needs to be able to use the magic sword for normal non-teleport attacks and the Dash or teleport needs to be expandable to allow for the addition of other powers later such as a Explosion or trip

“A.I.” controlling left paddle makes it teleport along the y axis. (Python)

Is there any way to make the paddle on the left not jump? My “A.I.” on the left makes the y coordinate of the left paddle change at every horizontal impact, so it makes the paddle jump. Is there any way to make the paddle move towards the point, and not jump to it? Here it is:

 import turtle import time import random  sc = turtle.Screen() sc.bgcolor("black") sc.reset()  sc.screensize(1000,560) sc.tracer(0)  # Creation des mannettes  mannette1 = turtle.Turtle() mannette1.pu() mannette1.shape("square") mannette1.shapesize(10,1) mannette1.color("white") mannette1.setx(940)  mannette2 = turtle.Turtle() mannette2.pu() mannette2.shape("square") mannette2.shapesize(10,1) mannette2.color("white") mannette2.setx(-947)  # Creation de la balle  balle = turtle.Turtle() balle.pu() balle.shape("circle") balle.color("white")  # Fonctions et definitions  movx = 2 movy = 0  # Jeu  while True:      sc.update()      # Ordinateur #1      rand1 = random.randrange(-14,14)     rand3 = random.uniform(-10,10)     mannette1_velocity = rand1/80      mannette1.sety(balle.ycor())      if mannette1.ycor() > 405:         mannette1.sety(404)      if mannette1.ycor() < -395:         mannette1.sety(-394)      # Ordinateur #2      rand2 = random.randrange(-14,14)     mannette2_velocity = rand2/80      dist = (balle.xcor()+940)/rand3      mannette2.sety(balle.ycor()-dist)      if mannette2.ycor() > 405:         mannette2.sety(404)      if mannette2.ycor() < -395:         mannette2.sety(-394)      # Mouvement de la balle      yvel = balle.ycor()+movy     xvel = balle.xcor()+movx     balle.sety(yvel)     balle.setx(xvel)      # Rebondissement de la balle: Plafond et Plancher      if balle.ycor() > 495:         balle.sety(495)         movy = movy*-1      if balle.ycor() < -490:         balle.sety(-490)         movy = movy*-1      # Mannette out of bounds verification      if mannette1.xcor() != 940:         mannette1.setx(940)     if mannette2.xcor() != -947:         mannette2.setx(-947)      # Courbure de la balle: Mannette1      if mannette1_velocity != 0:         if balle.xcor() > 920 and balle.xcor() < 935 and balle.ycor() < mannette1.ycor()+110 and balle.ycor() > mannette1.ycor()-110:             balle.setx(920)             movx = movx * -1             rand3 = random.uniform(-10,10)             # Pour que la balle va dans la direction du "velocity" de la mannette.              if mannette1_velocity < 0:                 movy = -1             if mannette1_velocity > 0:                 movy = 1              while not (balle.xcor() < -927 and balle.xcor() > -935 and balle.ycor() < mannette2.ycor()+1100 and balle.ycor() > mannette2.ycor()-1100):                 time.sleep(0.00000005)                 sc.update()                  # Ordinateur                  dist = (balle.xcor()+940)/rand3                  mannette2.sety(balle.ycor()-dist)                  if mannette2.ycor() > 405:                     mannette2.sety(404)                  if mannette2.ycor() < -395:                     mannette2.sety(-394)                  if mannette1.ycor() < 405 and mannette2.ycor() > -395:                     mannette1.sety(balle.ycor())                  if mannette1.ycor() > 405:                     mannette1.sety(404)                  if mannette1.ycor() < -395:                     mannette1.sety(-394)                  # Mouvement de la balle                  movy = movy-mannette1_velocity/100                  yvel = balle.ycor()+movy                 xvel = balle.xcor()+movx                 balle.sety(yvel)                 balle.setx(xvel)                  # Rebondissement de la balle: Plafond et Plancher                  if balle.ycor() > 495:                     balle.sety(495)                     movy = movy*-1                  if balle.ycor() < -490:                     balle.sety(-490)                     movy = movy*-1                  # Pour que les mannettes restes dans leurs axe                    if mannette1.xcor() != 940:                     mannette1.setx(940)                 if mannette2.xcor() != -947:                     mannette2.setx(-947)                  # Mannette out of bounds check                  if mannette1.ycor() > 405:                     mannette1.sety(404)                  if mannette1.ycor() < -395:                     mannette1.sety(-394)                  if mannette2.ycor() > 405:                     mannette2.sety(404)                  if mannette2.ycor() < -395:                     mannette2.sety(-394)                  # Rebondissement de la balle: Ouest et Est                  if balle.xcor() > 999 or balle.xcor() < -999:                     mannette1.sety(0)                     break      # Courbure de la balle: Mannette2      if mannette2_velocity != 0:         if balle.xcor() < -927 and balle.xcor() > -935 and balle.ycor() < mannette2.ycor()+1100 and balle.ycor() > mannette2.ycor()-1100:             balle.setx(-927)             movx = movx * -1             rand3 = random.uniform(-10,10)             # Pour que la balle va dans la direction du "velocity" de la mannette.              if mannette2_velocity < 0:                 movy = -1             if mannette2_velocity > 0:                 movy = 1              while not (balle.xcor() > 920 and balle.xcor() < 935 and balle.ycor() < mannette1.ycor()+110 and balle.ycor() > mannette1.ycor()-110):                 time.sleep(0.00000005)                 sc.update()                  # Ordinateur                  dist = (balle.xcor()+940)/rand3                  mannette2.sety(balle.ycor()-dist)                  if mannette2.ycor() > 405:                     mannette2.sety(404)                  if mannette2.ycor() < -395:                     mannette2.sety(-394)                  if mannette1.ycor() < 405 and mannette2.ycor() > -395:                     mannette1.sety(balle.ycor())                  if mannette1.ycor() > 405:                     mannette1.sety(404)                  if mannette1.ycor() < -395:                     mannette1.sety(-394)                  # Mouvement de la balle                  movy = movy-mannette2_velocity/100                  yvel = balle.ycor()+movy                 xvel = balle.xcor()+movx                 balle.sety(yvel)                 balle.setx(xvel)                  # Rebondissement de la balle: Plafond et Plancher                  if balle.ycor() > 495:                     balle.sety(495)                     movy = movy*-1                  if balle.ycor() < -490:                     balle.sety(-490)                     movy = movy*-1                  # Pour que les mannettes restes dans leurs axe                    if mannette1.xcor() != 940:                     mannette1.setx(940)                 if mannette2.xcor() != -947:                     mannette2.setx(-947)                  # Mannette out of bounds check                  if mannette1.ycor() > 405:                     mannette1.sety(404)                  if mannette1.ycor() < -395:                     mannette1.sety(-394)                  if mannette2.ycor() > 405:                     mannette2.sety(404)                  if mannette2.ycor() < -395:                     mannette2.sety(-394)                  # Rebondissement de la balle: Ouest et Est                  if balle.xcor() > 999 or balle.xcor() < -999:                     mannette1.sety(0)                     break  ```  

Can I use Shadow Step to effectively teleport into darkness I cast upon myself?

I cannot find anything that specifically says I’m unable to accomplish the combo I have in mind, but it seems incredibly broken so please tell me otherwise.

If I take 2 levels of Warlock (picking up the Devil’s Sight Invocation” and 6 levels of Shadow Monk to gain Shadow Step, I should now be able to cast Magical Darkness atop of myself, move my complete movement and then use a bonus action to move another 15ft (Radius of Darkness) through Shadow Step. So I can effectively increase my move by an additional 15 feet a turn with advantage on the first attack too?

What spells are available to teleport willing characters?

What are the official spells (published materials only) that can be used by characters to teleport both themselves and others in Fifth edition Dungeons & Dragons?

Which classes can cast them and at what level? If appropriate, what is the limit to the distance that can be teleported using them? How many companions can accompany the caster? Are they limited to teleportation within a single plane, or not?

I am not interested in spells that can only teleport the caster (without companions), or spells that primarily exist to teleport unwilling creatures (ie. Banish).

Can someone inside Otiluke’s Resilient Sphere teleport or Plane Shift away?

In my answer to the question What defenses are there against being summoned by the Gate spell? the question came up whether or not someone inside Otiluke’s Resilient Sphere can teleport away.

The spell states:

Nothing – not physical objects, energy, or other spell effects – can pass through the barrier, in or out, though a creature in the sphere can breathe there.

It’s unclear whether or not this blocks teleportation and interplanar travel. I believe not, or at least not interplanar travel; spells that do block this usually state so, such as Forcecage. Other commenters had a different opinion, which is why I’m asking this question.

I think it ultimately boils down to:

Does teleporting or plane shifting out of Otiluke’s Resilient Sphere count as “a spell passing through the barrier”?

I’m not entirely sure whether plane shifting and teleporting would be treated differently here, but I believe they might.

How to use motioncontroller thumbstick move (not press) to teleport motion controller pawn in UE4

To clarify the title: I’m using the built in VR blueprint, Oculus Touch controllers as my MotionControllers, and I’m trying to replicate the teleport style that RoboRecall uses (which should be possible given that RoboRecall was made in UE4 by EPIC themselves).

The blueprint does have a teleport feature built in, but it’s activated by pressing the thumbsticks in (as in pressing the thumbstick down until you hear the button click), what I’m hoping to do is instead activate it on thumbstick push (as in just tilting and move the thumbstick around, but not clicking it down).

So I can actually get it half working by just changing the input in the game settings > inputs section, but when you release the stick it loses the rotation data (though it does actually move your charecter to the right xyz).

So it would seem that the first part (activating the teleport blueprint stuff) activates when the thumbstick is moved, it requires the thumbstick to fully return to centre in order to move the player, which by then has lost rotation. I’m new it UE4 and it might be a simple fix, so any pointers appreciated!

Can you teleport closer to a creature you are Frightened of?

I encountered a situation where I was Frightened of a large creature. By the words of the Frightened condition:

The creature can’t willingly move closer to the source of its fear.

Could you use the Misty Step spell (or some other means of teleportation) to get closer, since the rules only specifically mention moving closer?

The closest thing I could find was this question about Booming Blade, which seems to suggest that this should be allowed.

Can the generic teleport Action available to some monsters be used to move past Walls of Force or similar transparent obstructions?

Many monsters have access to the Action, teleport.

MM, various statblocks

Teleport. The [creature] magically teleports, along with any equipment it is wearing or carrying, up to [distance] to an unoccupied space it can see.

It is known that spells that grant a teleportation effect target a point that the caster can see. Because a point is targeted, the caster would need not only sight of the destination, but also clear a line of effect per the spell rules in the PHB on casting spells.

PHB p. 204

A Clear Path to the Target

To target something, you must have a clear path to it, so it can’t be behind total cover.

Are monsters that teleport using the above quoted Action required to have a clear line of effect to their destination?