Base Class: Fighter
Blink knight he a good boi doe
Arcane Blink
At 3rd level, you are able to throw any weapon you are proficient with as an action, and if the weapon attack hits you can use your bonus action to teleport to the hit target. Weapons without a throwing range have a range of 20/60ft.
Blink Apprentice Mastery
Your studies into learning how to master your blink knight powers have started to pay off. You are able to hone your senses to magical disturbances and are able to teleport once per day. This feature allows you to cast detect magic once per day, as well as cast misty step as many times equal to your Intelligence modifier.
Portal Crash
Becoming an adept blink knight allows a person to bend portals and rifts to your will. Once per day you can teleport to a point where you throw your weapon opening a portal only to cause it self destruct. every creature within 30ft must make a Dexterity saving throw with your dc of your spell casting modifier causing 8d8 necrotic damage half that on a save. You can only use this feature once per day.
Portal Weapon
At 15th level, as a blink knight, you can take the time to enhance your weapon into becoming a portal weapon. This feature grants you a pocket dimension that stays connected even through planar travel into other planes. This allows the user to recall the weapon as a bonus action as long as it is not destroyed or in the possession of another creature.
Chain Strikes
At 10th level, you gain skills not only arcane but physical fighting skills as well. You gain the ability to chain your attacks as long as you kill a creature. when you kill a creature you may make one throwing weapon attack at a creature within range and have the option to teleport to that creature. You can use this feature twice per short rest.
Planar Travel
Your abilities have been refined so well that you are able to open a portal to another plane. You can only use this feature once per long rest and rules for opening a portal follow the gate spell.
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