Level 3 Transmutation spell available to Sorcerers and Wizards. At the end of each of your turns you flip a coin, and half the time you simply stop existing until your next turn. Nothing can hit what is not there.
Spell description: At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can’t be harmed or seen in this world. Available only in combat.
Spell properties
- Range: Self
- Duration: 10 turns
- Conditions applied: Blink; Blinked to the Ethereal Plane
- Cost: Action + Spell Slot
- Recharge: Per action
- Available only in combat
Spell upcasting
Casting Blink at higher levels provides no additional benefits.
How to obtain Blink
- Sorcerer, Wizard at Class level 5
Source items: Ring of Blink, Scroll of Blink
BLINK
Level 3 Transmutation SpellAt the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can’t be harmed or seen in this world. Available only in combat.
CONDITIONS APPLIED
Condition: Blink
- At the end of each of your turns, roll a d20.
- On 11 or higher, you vanish into the Ethereal Plane until the start of your next turn.
Condition: Blinked to the Ethereal Plane
- You cannot be seen, targeted, or harmed by anything in this world.
- You return automatically at the start of your next turn.
When to cast Blink
It is not Concentration, which immediately makes it more interesting than it looks. Your Wizard can be holding Haste or Hypnotic Pattern and still be spending half the fight in another plane of existence entirely.
The maths is a coin flip every round, so across a long fight you are dodging roughly half of everything aimed at you. Combined with Mirror Image, a caster becomes very difficult to remove from the board by ordinary means.
The problem is the other half. Fifty per cent of the time you are standing there in the open having spent your Action on nothing, and the enemy archers are delighted. Blink protects you on average, not on the turn you actually need it.
Which makes it a spell for the long grind, not the emergency. If something is about to kill you right now, Misty Step out. Blink is what you cast on turn one when you know you are going to be shot at for the next ten.
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