Base Class: Fighter
The Blink Knight is one of the most legendary, yet least often mentioned warriors. A fight with one of them is almost always a lost cause. To the uninitiated, it seems like they vanish mid-swing, only to reappear an instant later behind their adversary, plunging their blades deep before vanishing again.
For the few, however, there is the knowledge that these Knights have spent years honing their abilities - chiefly the one for which they are named. A Blink Knight's greatest asset is their ability to cross briefly between the Material and Ethereal Planes - doing so to breach obstacles, avoid damage, or simply confuse and dazzle their foes with this teleportation-like manoeuvre. They strike swift and fast, however they remain focused and constantly aware that placing full dependence on this complex ability can lead to foolish mistakes, should it ever happen to fail them.
Ethereal Jaunt
Starting at 3rd level, you begin to understand how to manipulate the barrier between the Planes. As a reaction to being hit by an attack, you can roll a d20 and, on a roll of 10 or higher, you are able to force yourself through the border between the Ethereal and Material Planes, dodging the attack and appearing as if you had simply vanished and reappeared. With each successful use of Ethereal Jaunt, the DC is increased by 2 as phasing between realities takes its toll on your body. The DC resets after a long rest.
You cross into the Ethereal Plane and remain there until the start of your next turn, at which point you appear back in the same space from which you vanished. If the space is occupied, you instead appear in a random unoccupied space within 10 feet. You can use this ability a number of times equal to your Constitution modifier, and must finish a short rest before you can do so again.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything more than 60 feet away.You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.
Phase Strike
Starting at 7th level, you have gained a mastery of one of the most legendary techniques for which the Blink Knights were once famous. Expanding on your prior knowledge, you have learned to thrust yourself into the Ethereal Plane for a more prolonged period of time, granting you the ability to manoeuvre yourself to your own advantage.
As part of your attack action, you slip into the Ethereal Plane, appearing to vanish from the spot where you stood. You may then move up to your movement speed towards or away from your target. Moving in this way does not provoke attacks of opportunity as you now exist within the Ethereal Plane.
Your attack may be made before or after you cross into the Ethereal Plane and take your half movement, and you will not provoke attacks of opportunity by shifting plane.
Due to the physical toll of forcing your body to jump across planar boundaries, you cannot take the move action before or after using a Phase Strike on your turn.
You regain all uses of this feature during a long rest.
Planar Assailant
Starting at 10th level, when you roll initiative and have no uses of Phase Strike remaining, you regain one use.
Far Strike
Starting at 15th level, you have mastered travel through the Ethereal Plane to the point where you can shift a much larger distance in the blink of an eye, and even take people with you.
As an action, you can magically shift into the Ethereal Plane and immediately move to an unoccupied space within up to 40 feet. Everything you are wearing or carrying moves with you, and you are also able to bring a number of willing creatures with you equal to half your Constitution modifier, rounded down.
When you appear in your new space, you may immediately make a melee weapon attack against a single target of your choice. This attack does not benefit from the Extra Attack class feature.
Ethereal Spirit
Starting at 18th level, your mastery of utilising the Ethereal Plane has granted you the ability to use one of the most legendary, yet lesser known techniques of the Blink Knights. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to separate your spirit from your body, sending your physical, unconscious self to the relative safety of the Ethereal Plane. While there, your body remains unconscious, and your spirit can immediately interrupt the current turn to take one of either the Attack or Move actions. Your spirit has the same armour class as you, and any damage from an attack will cause it to dissipate, returning to your physical body in the Ethereal Plane.
At the end of your turn, your body returns to the Material Plane, appearing either in the space it was when you left or, if your spirit took the Move action, the space your spirit occupied.
If the space you would reappear in is occupied, you instead reappear in an unoccupied space within 5 feet.
Your body remains unconscious and making death saving throws if you still have 0 hit points when you return.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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5/28/2020 11:25:43 PM
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120
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11
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2.0
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Coming Soon
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11/3/2020 4:38:11 PM
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243
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17
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1.1
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Coming Soon
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5/10/2021 10:46:59 PM
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250
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17
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Coming Soon
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12/13/2021 4:56:54 PM
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271
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23
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3
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Coming Soon
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Posted Jan 1, 2022Thank you very much! Feel free to play test and drop feedback in the comments or a PM 😁
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Posted Jan 1, 2022Thanks! 😁
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Posted Jan 1, 2022this sounds really fun to play but not too op , it's a great concept . good woork
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Posted Dec 31, 2021I. LOVE. IT.
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Posted Dec 23, 2021Hey playtesters! After much discussion with my players and some of you from the community, here's V5 of the Blink Knight! Phase Strike has been updated to allow full movement speed of movement (no official extra damage for now, but my home game will be playtesting 1d6 force damage so feel free to discuss that with your DM), in addition to a number of uses = Proficiency Bonus.
I'm still somewhat sceptical of the Far Strike ability and would love feedback, as at some point it seems to have accidentally been left with unlimited uses, and is still a bit too similar to Phase Strike for my liking. Any and all feedback welcome!
Smiey day to ya! ;)