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."
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
How Dimension Door plays
You teleport to any spot within 500 feet. You don’t need to see it: you can pick a place you can see, one you can picture, or one you describe by distance and direction, like “200 feet straight down” or “300 feet north and up.” You can bring whatever you can carry and one willing creature of your size or smaller that’s within 5 feet of you.
It’s the escape spell that works when Misty Step doesn’t: through walls, out of a locked cell, across a chasm, or up to the top of the tower. The risk is arriving somewhere occupied. If the destination is filled by a creature or object, you and your passenger each take 4d6 force damage and the spell fails.
When to pick Dimension Door
Bards, sorcerers, warlocks and wizards who want a reliable way out of trouble. It only needs a verbal component, so it works while restrained or grappled.
Rescue a friend. Bring the grappled rogue or the captured prisoner with you.
Use known distances. Aim for open floor or air you know is empty. A room you can’t see might have a pillar, a table or a guard exactly where you land.
Common questions
Do I need to see where I’m teleporting with Dimension Door?
No. You can choose a spot you can see, one you can visualize, or one you describe by distance and direction.
How many creatures can I bring with Dimension Door?
One willing creature your size or smaller, carrying up to its carrying capacity. It must be within 5 feet of you when you cast the spell.
What happens if I teleport into a wall?
If the destination is already occupied by an object or creature, you and anyone with you each take 4d6 force damage, and you don’t teleport.
Can I Dimension Door out of a grapple?
Yes. Teleporting moves you out of the grappler’s reach, which ends the grapple. Opportunity attacks aren’t triggered by teleportation.
Can I teleport into mid-air?
Yes, air isn’t occupied. You’ll fall if you can’t fly, which can be a way to cross a chasm or land from a height, carefully.
The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:
Same level, casting time, range, components, duration and dice; the text is reworded for the 2024 rules glossary.
Casting time
Action
Range
500 feet
Components
V
Duration
Instantaneous
School
Conjuration
Level
4
Classes
Bard, Sorcerer, Warlock, Wizard
You teleport to a location 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 "300 feet upward to the northwest at a 45-degree angle."
You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.
If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.
2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.