Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
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 there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.
Pick up Compelled Duel via Fey Touched (feat), then Blink away. Technically, you are still 30 feet away albeit on a different plane - so good luck hitting! Cool combo for a gish :D
you can also go ten feet in a diagonal line up and over ten feet and land on top of a creature and possibly knock them prone
One of the most fun ways to really freak out a player who over uses this spell as the DM is to add a small Phase spider encounter to a dungeon encounter.
*Rolls higher than 10*
Player: "Yay, my blink worked, I dissappear to the ethereal plane, so long monsters!"
Me, the DM: "You immediately see several large spiders, they seem to have just turned to look at you. They are the only thing in colour and seem to be native to the ethereal plane. You count six. None of them move."
*Several unnerving rounds later where the spiders loom closer, looking like they may attack any second*
Me, the DM: "Roll for blink"
Player: "Please, no! I don't want to go back there, please!"
how does this spell work out of combat
More simple way for DM's defending against the spell is to used intelligence creatures. After few a round of combat, have the ready attack once a creature sees the creature in range. If you want to learn more ideas on how to defend against player using the spell then put them up against it and see how they react.
Just make sure you don't get into player versus DM situation.
Though making monsters on the astral plane seems reasonable especially if the player uses the spell a lot in a single area.
Same way as in - at the end of 6 seconds roll to see if you move to the ethereal, then new round and you reappear on the prime. Since you go to the ethereal at the end of your turn and come back at the beginning of your next, you don't really have a way to move on the ethereal - UNLESS you hold an action to move or have some other way to use a reaction between turns to move. However, you still return to a space you can see within 10' of the original location.
I suppose you could get through solid walls/objects with this. Hold an action to use your reaction to move after your turn ends. You roll 11+ and shift to the Ethereal. You then move as a reaction, to the opposite side of the wall - you can now see the free space(s) on the opposite side of the wall. Your next turn starts, you can return to one of those spaces (within 10' of the original location) that you can see.
Even though the Ethereal is kind of in sync with the Prime, they are considered infinite distances apart, as they are different planes. RAW you could argue it and I'm surprised it hasn't made it into a SA Compendium yet.
I wish this was in the Horizon Walker spell list, I think it would fit the subclass more than Haste does.
Correct me if I'm wrong, but isn't that what the freedom of movement is for?
don't know about anyone else, but I always let teleportation spells be cast by restrained creatures, as I would anyother spell
This spell is great. I play a battle smith artificer. I dipped into 2 levels wizard to pick up blade singing. Between high AC, multiple casts of Shield, and Blink I get really hard to hit.
Can a spellcaster ready the dash action for when blink takes them into the ethereal plane, then move (up to their walking speed) there? The spell's description states that "you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from" but you can stand next to the wall, blink to the etheral plane, move through the wall's space so that you can see an unoccupied space behind it, and reappear at the beginning of your next turn.
It would allow you to go through any wall, floor or ceiling less than 10 feet wide. You could also just traverse back and forth through a wall to spy creatures on the other side.
So can you actually move freely through the portion of the etheral plane that this spell sends you to? This would require at least two actions but still feels a bit overpowered for a third-level spell slot, especially since you still get the benefit of blink for the rest of the duration.
On a related note, can someone ready their action to drop an object in the etheral plane? You could hide a McGuffin, weapons, valuables or the object that you want to steal, and retrieve them later. Any thoughts?
I don't see anyone else asking this:
Let's say on your last turn you roll 11+ and disappeared, then at the start of your next turn you choose to reappear behind the enemy you were fighting and immediately attack them; would you have Advantage for that first attack? Would you count as an unseen attacker, or would you rule that the vanishing and reappearing make sufficient light and or sound to warn the enemy of your position before the strike?
Misty step doesn't have a somatic component
Yes! I am playing in a JoJo campaign and i need this spell now.
benis
I really wish that the Horizon Walker had access to Blink, it would be so thematically perfect, and would really pair well with Misty Step and their Distant Striker Class feature.
I was asking the same thing. I would rule it as such, since the PC or monster doesn't know where it would reappear. Unless, the monster/PC had ready action for it.
I feel like flavor-wise Horizon Walker should have access to this spell.
Personally I'd say it doesn't give advantage. There's plenty of spells/abilities that give short range teleportation, and some of them do specifically state that you get advantage on the next attack roll that turn. Given that, I'd say if it doesn't explicitly say it, then it doesn't give it, at least per RAW.