Blink Mage, 2nd Variant (5e Class)

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Blink Mage[edit]

A camp of bandits sits at their makeshift fire on the side of the path, late at night. Suddenly, a figure appears behind one of the bandits with a purple haze in the air and stabs him through heart while covering his mouth before blinking out of existence. Now on alert, the bandits stand, but before they can make any further moves, the figure appears in the center of the camp and unleashes a series of precise blows, seeming to teleport from one enemy to the next. In a few blinks of the eye, the bandits are dead with a single blow to each of their bodies, the battle ended. And not a soul moves within the makeshift camp, the figure that killed the bandits already long gone only leaving a purple haze and bodies in its wake.

History of the Void[edit]

Blink Mages are people and creatures that have been touched by the void and have their bodies become apart of it. By joining your body with the void they gain the ability to move in and out of it and use it as a form of travel. Blink mages often have little care for the world they live in because of the connection to the limitless void and it’s horrors.

Creating a Blink Mage[edit]

Connection to the void Some things to think about when creating a blink mage character. How did you come in contact with the void? What made you merge with void energy? How did the void change you? How long have you been in contact with the void and how far have you explored it if at all?

Quick Build[edit]

You can make a Blink Mage quickly by following these suggestions. First, wisdom should be your highest ability score followed by dexterity. Second, choose the Hermit background. Third, choose a sword or equally light weapon and light armour.

Class Features

As a Blink Mage you gain the following class features.

Hit Points

Hit Dice: 1d8 per Blink Mage level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Blink Mage level after 1st


Armor: Light
Weapons: Weapons with the light or finesse property
Saving Throws: Strength, Wisdom
Skills: Chose three from Acrobatics, Arcana, Deception, Insight, Perception, and Stealth


You start with the following equipment, in addition to the equipment granted by your background:

  • One weapon with the light or finesse property
  • Leather armour
  • (a) Dungeneer’s pack or (b) Explorer’s pack

Table: The Blink Mage

Level Proficiency
Cantrips Known Features Blink Charges Blink Strike Damage
1st +2 2 Blink, Cantrip Magic 2 -
2nd +2 2 Blink Strike, Void Peotecrion 3 1d4
3rd +2 2 Path of the Void 4 1d4
4th +2 2 Ability Score Improvement 5 1d4
5th +3 3 Extra Attack 6 1d6
6th +3 3 Blink Step 7 1d6
7th +3 3 Path of the Void 8 2d4
8th +3 3 Ability Score Improvement 9 2d4
9th +4 3 Void’s Comfort 10 2d4
10th +4 4 Sound of Silence 11 2d6
11th +4 4 Energy Recycling 12 2d6
12th +4 4 Ability Score Improvement 13 3d4
13th +5 4 Path of the Void 14 3d4
14th +5 4 Mass Blink 15 3d4
15th +5 4 Equal Exchange 16 3d6
16th +5 5 Ability Score Improvement 17 3d6
17th +6 5 Path of the Void 18 4d4
18th +6 5 Blink Master 19 4d4
19th +6 5 Ability Score Improvement 20 4d6
20th +6 5 One With the Void Unlimited 4d6


Blink is the main skill for any Blink mage no matter their skill level. Blink is a teleportation spell used instantaneously in any direction as long as you can see you destination. A Basic blink will travel 30 ft at the cost of one charge. You may chose to use two charges at once but will be rendered exhausted after the Blink. Blink charges reset after a long rest.

Cantrip Magic[edit]

At the 1st level, The void is full of magic and energy. By merging with the voids energy you gain access to 2 cantrips from any class and any school of magic. You gain an additional Cantrips at levels 5, 10, and 16

Blink Strike[edit]

Starting at 2nd level, you've learned how to use your blink to gain the upper hand against your foes. Whenever you blink into melee range of a creature, you may use your action to make a blink strike against that creature. Roll a melee attack. If your attack hits, add the blink strike damage to the weapon damage dealt. Once you reach 5th level, you may make two attacks instead of one when you make a blink strike. On each hit, add your blink strike damage to the weapon damage dealt.

Void Protection[edit]

Starting at 2nd level, you've learned how to blink and shift your body quickly to avoid enemy attacks in your time spent exploring the void. AC = 10 + your dexterity modifier + your Wisdom modifier when unarmored.

Path of the Void[edit]

At 3rd level, your experience with the void has lead you to make a chose between two paths. Choose between Path of the Slayer or Path of the Scholar,both paths detailed at the end of the class description. Your choice grants you features at level 3 and again at the 7,13, and 17 levels

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

At the 5th level your skills have been fine tuned in battle after battle allowing you to strike twice instead of a signal attack when you take the attack action

Blink Step[edit]

Starting at 6th level, you may use your reaction to blink away from harm way when subjected to an area of effect spell that requires a Dexterity saving throw. On a failed save you take half damage, and on a successful save you avoid all damage and blink outside the area of effect. On your next turn, your movement is reduced by one blink charge.

Void’s Comfort[edit]

When you blink, you may choose to delay your return. When you blink, you may remain in the Void realm for one round and return to the physical realm anywhere within your blink range on your next turn. When you blink to the ethereal realm, you may not use your movement except to get up from prone or to blink back into the plane you came from. As a bonus action while in the ethereal realm, you may spend a blink charge to delay your return to the physical realm for another turn.

Sound of Silence[edit]

At the 10th level, your body has more void energy and is changing to adapt to it. Your feet make no sound and your movements are silent. You gain proficiency in the stealth skill and you can use the spell pass without trace as a cantrip once per long rest.

Energy Recycling[edit]

Starting at 11th level, when you delay your return, you absorb the Void energy into your body. Recuperation is hastened in the Void realm. You heal yourself for 2d6+Wisdom each time you start your turn in the realm. You may heal in this way for a maximum of five turns before your body overloads on the energy. You purge your system of the ill effect and regain use of this feature after a long rest.

Mass Blink[edit]

Starting at 14th level, you may spend additional blink charges when you blink in order to take willing creatures with you, so long as they remain within 5 feet of you. Each creature you blink costs one blink charge.

Equal Exchange[edit]

At the 15th level, you have studied the void and learnt one of its core secrets! Equal exchange is a technique where you use two blink charges to exchange places with any living creature in your line of sight. The target creature must make a wisdom save or be knocked prone from the horrors of the void they just witnessed.

Blink Master[edit]

At the 19th level you have mastered your craft and you can now blink 60 ft for each Blink charge and The cost of a Mass blink is halved rounded up. You can also add your proficiency bonus to your ac.

One with the void[edit]

When you reach level 20 you are filled with void energy and can now use your skills limitlessly. The world holds little meaning with your godlike powers. When starting your turn in the void you get 4d6+ wisdom modifier hp recovery. You can also fill your weapon with void energy to increase its damage output by one dice size( i.e a 1d4 dagger now does 1D6)

Path of the Slayer[edit]

The Void energy in your body runs rampant and gives you a thirst for destruction. Your mind is clear as you control this new found power to fulfill you deepest desires and the lives of those you chose to end

Assassin’s Precision

At 3rd level, Your battle experience has given you the skills you need to make all your strikes accurate. When you take the attack action you can chose to attack a specific body part or organ and you gain advantage on the attack roll to hit your target.

Critical Strikes

At 7th level, Your a sucker for perfection and your void energy amplifies your focus. You make a critical hit when attacking if you roll a 19,20

Perfection Strikes

At 13th level, The void energy has enhanced your mind to the point where a critical strike no longer satisfies your needs. You strive for the absolute perfect strike every time your blade appears. You make a Critical hit on a 17,18,19,20

Void Reflexes

At 17th level, The Void has made your abilities inhuman. you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

Path of the Scholar[edit]

As the void energy merges with your body it also enhances your mind giving you access to its secrets. you have a deep thirst for knowledge and start Unraveling the Void to its very core


At the 3rd level your mind begins to unravel the secrets of the void and with it you learn of ways to manipulate void energy to cast spells. Your wisdom is used for your spell ability. Each level in the scholar path unlocks new spells. All spells learnt this way are memorized and don’t have to be prepared or use any materials to cast them. You can cast level 3-5 spells 3 times per long rest. You can cast level 6 and 7 spells 2 times per long rest. You can cast one level 8 and 9 spell once per long rest.

Fortified Will

At the 7th level, you let the void fortify your mind in a baptism like process.You have advantage on saving throws against being moved against your will, knocked prone, and mind altering spells.

Knel before the void

At the 13 level, you can release the aura of a creature from the void. Any enemies in 30 ft of you must make a wisdoms saving throw equal or higher than your spellcasting ability or be knocked prone and take 1D8 psychic damage. This skill can be used twice and resets after a long rest.

Otherworldly dominance

At the 17th level, you can use the void as an extension of your mind and spread its energy. You can force a humanoid creature within 60 feet of you that you can see to make a Wisdom save against your spellcasting DC as an action. On a success, they are immune to this gift's effects for 24 hours. Upon failure, the creature is charmed by you for 1 hour or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature forgets its entire experience of being charmed. You may only dominate one creature at a time with this feature. You can use this feature once, regaining use when you finish a short or long rest.

Path of the scholar Spell List[edit]

As you merge with more void energy, you learn to control spells as a means to unravel the void world.

3rd Level

Dispel magic, slow

4th Level

Banishment, phantasmal killer

5th Level

Teleportation circle,

6th Level

Disentergrate, move earth

7th Level

Etherealness, finger of death

8th Level


9th Level

Time stop, foresight


Prerequisites. Because of the special nature of the Blink Mage you can not multiclass with it.

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