Blink Mage, Variant (5e Class)
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A camp of bandits sits at ease, late at night. Suddenly, a figure appears behind one of the bandits and cuts his head clean off before blinking out of existence. Now on alert, the bandits stand, but before they can make any further moves, the figure blinks back into sight in the center of the camp and unleashes a flurry of blows, seeming to teleport from one enemy to the next. In moments, the enemies all lie dead, the battle ended. And not a soul moves within the camp, the figure that killed the bandits already long gone.
Not Quite There
Contrary to their name, Blink Mages aren't simply magic users. They hone other skills of combat so as not to left at the mercy of others should their abilities fail them. However, the nature of their magic leads them to be flighty, and never quite sticking to one way of thinking. They tend to flit from one way to another without regard for what their indecisiveness causes.
Blink Mages always realize their powers when they are in their teenage years, and it is brought out by some form of traumatic experience. Were you trapped in an avalanche and desperately wanted a way out? Surrounded by bandits, looking for some way to gain the upper hand? The event that brought on your awakening should be the center of creating a Blink Mage.
- Quick Build
You can make a Blink quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Hermit background.
As a Blink Mage you gain the following class features.
- Hit Points
Weapons: Simple Weapons, Martial Weapons
Saving Throws: Intelligence,Dexterity
Skills: Choose three from Acrobatics, Arcana, Deception, Insight, Perception, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A martial weapon or (b) Two simple weapons
- (a) Dungeoneer's Pack or (b) Explorer's Pack
- (a) A leather armor and five darts or (b) A short bow and a quiver filled with 20 arrows
|Features||Blink Charges||Blink Strike Damage|
|3rd||+2||Shifting Defense,Blink Style||4||1d6|
|4th||+2||Ability Score Improvement||5||1d6|
|5th||+3||Blink And You'll Miss It||6||1d6|
|7th||+3||Extra Attack,Blink Style Features||8||2d6|
|8th||+3||Ability Score Improvement||9||2d6|
|11th||+4||Blink Style Features||12||3d6|
|12th||+4||Ability Score Improvement||13||3d6|
|16th||+5||Ability Score Improvement||17||4d6|
|17th||+6||Blink Style Features||18||4d6|
|19th||+6||Ability Score Improvement||20||5d6|
|20th||+6||Both Near and Far||Unlimited||5d6|
Your spellcasting ability is Intelligence Your Blink Mage Spell Save DC is equal to 8 + your proficiency bonus + your Intelligence modifier Your Spell Attack bonus is equal to your Intelligence modifier + your proficiency bonus.
Starting at 1st level, you gain the ability to Blink. Blink acts like the teleport spell, allowing you to travel from one place to another instantaneously. The range of your Blink is equal to twice your movement speed. Blinking does not provoke opportunity attacks. The number of uses is detailed in the Blink Mage table at the beginning of the class description. You regain all spent blink charges when you finish a short or long rest.
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 7th 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.
Starting at 3rd level, you've learned how to blink and shift your body quickly to avoid enemy attacks. AC = 10 + your dexterity modifier + your Intelligence modifier when unarmored.
At 3rd level, you chose a style. Choose between Slayer, Sniper and Brute Striker, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th and 17th level.
Ability Score Increase
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.
Starting at 5th level, you may use your reaction and spend a blink charge to teleport out of harms 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. You must Blink to the closest edge of the area of effect or away from the source, if the effect is centered on you.
Starting at 7th level, when you use an action to make an attack, you may make two attacks instead.
Starting at 9th level, when you blink, you may choose to delay your return. When you blink, you may remain in the ethereal 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 move while there except for blinking back into the physical realm.
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.
Starting at 13th level, when you delay your return, you recuperation is hastened in the ethereal realm. You heal yourself for 2d6+intelligence 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 ether. You purge your system of the ill effect and regain use of this feature after a long rest.
Starting at 15th level, you may select up to 4 willing creatures to blink with you, so long as they are within 5 feet of you.
Staring at 18th level, shifting out of harm is now natural to you. You now add your proficiency bonus to your AC.
Both Near and Far
Starting at 20th level, you no longer have a limit to the number of Blinks available to you. Additionally, using an action you may designate your current location as your return point. This point remains your designated return point until you designate another. You may blink to this location as an action as long as the location is on the same plane as you.
Once you designate a return point, you may not designate a new return point until you have completed a long rest.
A style where all is decide on that one hit. An Assassin Style.
Starting at 3rd, as a bonus action, you may spend a use of blink to take the hide action with advantage. In addition you now add you spell attack bonus into your blink strike damage.
- Blink Strike Mastery
Starting at 7th level, your control of the blink strike get even better. Your blink strike damage dice become one size bigger, so d8 instead of d6.
Once you reach 15th level, it become another size bigger, so d10 instead of d8.
- Dual Death
Starting at 11th level, you may use a bonus action to use your blink strike with an offhand weapon, as with dual wielding. Offhand blink strikes do not cost blink charges.
- Blink Reaper
Starting at 17th level, your blink strike is like death itself. When you score a critical hit with a blink strike, you can roll the blink strike damage dice one additional time and add it to the extra damage of the critical hit. You weapon attacks score a critical hit on a roll of 19 or 20. If it is already 19 or 20, then it is 18 or 19 or 20, etc.
An magic eagle eye that's expert in short and long distance shooting.
- Blink Missile
Starting at 3rd level, you can concentrate your Blink into launching a small object (ball bearing, coin, etc.) at a creature. As an action, you may spend a blink charge to make a ranged spell attack. Its range and damage are equal to your blink range and your blink strike damage. If you hit, you may spend a bonus action to make a second attack without spending another blink charge. On a miss you may still make a second attack as part of your action, but you must spend a second blink charge.
- Blink Archery
Starting at 7th level, you're now able to concentrate your Blink into projectile like arrows and daggers. As an action, you may spend a blink charge to make a ranged spell attack. It's range and are equal to your blink range and your blink strike damage plus your bow's range and damage. In addition you can do extra attack, if your able to, without using additional blink charge.
- Intelligent Archer
Starting at 11th level, your control over the blink is exceptional. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged spell attack rolls for a blink strike. When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
- Arrow of the 1,000 Blinks
Starting at 17th level, your arrows are made of blink magic and require no ammunition. Each arrow deals an extra 1d4 of radiant damage. Whenever you crit or roll a natural 15 or higher on a hit, you roll 1d6 and shoot that many extra arrows with separate attack rolls. If you roll a natural 20 on any of the extra attacks, you can roll another 1d6 of extra arrows with separate attack rolls. Can be combine with blink strike at the expanse of 2 blink charges per d6 you roll.
A warrior who prefers melee fighting over discretion and distance.
- Violent Return
Starting at 3rd level, if you blink into the same space as another creature, you may force them back as part of your movement. The creature must make a Strength saving throw against your spell save DC or be pushed back 15 feet. On a successful save, you are the one who is pushed back 15 feet.
- Blink Bomb
Starting at 7th level, when you blink you may spend an additional blink charge and use your action to draw energy along with you when you do so. When you reach your destination, you release the energy gathered into a small detonation with a radius of 15 feet. Any creature within this radius must make a Dexterity saving throw against your spell save DC. On a failed save they take force damage equal to twice that of your blink strike, taking only half damage on a successful save.
- Rise to New Heights
Starting at 11th level, after a successful grapple against a creature you may spend a single blink charge and use an action to blink straight up, release the creature, and blink back to the ground. The grappled creature takes 1d6 bludgeoning damage for every 10 feet they fall, and must roll a Constitution saving throw vs your spell save DC. On a failure they are stunned until the end of their next turn. On a success, they take the falling damage and half half movement on their next turn. You may use this feature once, and regain the use of it after completing a short rest.
- Blink Rampage
Starting at 17th level, you may enter an extended state of blink. On your turn, you may spend a blink charge to start a blink rampage. Blink to a creature and make a blink strike. You may continue to blink to any other creature within range and repeat the same action, so long as you have blink charges. You can only hit each enemy once. The rampage ends when you run out of targets, blink charges, or if you choose to end it early.
- Once you have ended a blink rampage, you may not blink again until you have completed a short rest.
You regain use of this ability when you complete a long rest.
Prerequisites. To qualify for multiclassing into the Blink Mage class, you must meet these prerequisites: Intelligence of 14
Proficiencies. When you multiclass into the Blink Mage class, you gain the following proficiencies: Simple Weapons, Martial Weapons.