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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 to not be 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 almost 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 Mage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. 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
- Leather Armor and five darts
|Features||Blink Cost (in feet)||Blink Strike Damage|
|4th||+2||Ability Score Improvement||20||1d6|
|6th||+3||Blink Style Upgrade||20||1d6|
|7th||+3||Blink and You'll Miss It||20||2d6|
|8th||+3||Ability Score Improvement||15||2d6|
|12th||+4||Ability Score Improvement||10||3d6|
|13th||+5||Blink Style Upgrade||10||3d6|
|15th||+5||Rise to New Heights||10||3d6|
|16th||+5||Ability Score Improvement||5||3d6|
|17th||+6||Blink Style Upgrade||5||4d6|
|19th||+6||Ability Score Improvement||5||4d6|
|20th||+6||Both Near and Far||5||4d6|
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 may expend 25 feet of movement in order to cast misty step without expending a spell slot and without provoking attacks of opportunity. Each time you spend movement this way, it is called a "blink charge". These "blink charges" look as if you are surrounded in purple mist, and once it swarms, you appear in purple mist in the location you choose. At 4th level, and again at 8th, 12th, and 16th level, the movement cost of each blink charge is reduced by 5 feet. You may blink a maximum number of times each round equal to your proficiency bonus, provided that you have the available movement speed.
If a creature blinks a number of times greater than half of their proficiency bonus in one turn, they gain a level of exhaustion at the end of their turn.
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.
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 as shown on the table for your blink mage level.
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.
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.
Beginning at 5th level, when you use an action to make an attack, you may make two attacks instead.
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.
Starting at 6th level, choose from one of the following blink styles. You may choose a second style at 13th level and a third at 17th. You are not able to choose the same blink style twice.
When you blink, you may use a bonus action to take the hide action with advantage.
- Violent Return
You may blink into the same space as another creature, attempting to force them back. The creature must make a Strength saving throw against your spell save DC or be pushed back 10 feet. On a successful save, you are the one who is pushed back 10 feet.
- Delayed Return
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 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.
- Distant Blink
Your blink range is now 60 feet, but the movement cost of each blink charge during a blink rampage is doubled.
- Faithful Blink
You do not have to see your destination in order to blink. If you blink into a solid space, or object, you are shunted back to your starting point, taking damage equal to half your blink mage hit dice. If you blink into a creature, you and the creature each take damage equal to your blink mage hit dice and you are shunted into an empty space nearest the creature. If you cannot see your target before you blink to make a blink strike, your blink strike attack roll is made with disadvantage.
- Blink Escape
If you are conscious when you begin a turn with no available movement, you may blink once. This does not grant you any further movement.
Starting at 7th 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.
Starting at 9th 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 is twice your blink range and the damage is equal to your blink strike damage. On a hit, you may spend a bonus action to make another attack without spending another blink charge.
Starting at 10th 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 other 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.
You must complete a short or long rest before you can use this ability again.
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.
Rise To New Heights
Starting at 15th level, after a successful grapple against a creature you may spend a single blink charge and use an action to blink straight up, falling back to the ground on top of them. You take no falling damage for this fall, while the grappled creature takes 1d6 bludgeoning damage for every 10 feet they fall, is considered prone, 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.
You may use this feature once, and regain the use of it after completing a short or long rest.
Starting at 18th level, you may enter an extended state of blink. As a bonus action, you may spend a blink charge to start a blink rampage. Until the blink rampage ends, each blink costs only 3 feet of movement and your number of blink charges is no longer restricted by your proficiency bonus.
Blink to a creature and make a blink strike. On a hit or a miss, you may continue to blink to any other creature within range and repeat the same action, spending a blink charge each time. Each time you blink, you must hit a new enemy if possible and you may not hit one enemy two blinks in a row. The rampage ends when you run out of targets, movement, or if you choose to end it early.
You regain use of this ability when you complete a short or long rest.
Both Near and Far
After reaching 20th level, each blink charge during a blink rampage only costs 2 feet of movement. Additionally, as 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.
One With the Void
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)
Prerequisites. To qualify for multiclassing into the Blink Mage class, you must meet these prerequisites: Intelligence of 13
Proficiencies. When you multiclass into the Blink Mage class, you gain the following proficiencies: Light armor, martial weapons