Base Class: Fighter
Blink Strikers make use of their extradimensional powers to warp across the battlefield, leaving havoc in their wake.
Capable of teleporting themselves or others over short distances, Blink Strikers can even turn small objects into projectiles making them exceptionally versatile fighters.
Space/Time Tactician
As a bonus action, you can tap into your teleportation abilities to perform one of the following actions using Blink Charges.
You regain all expended Blink Charges after a long rest.
Blink Deflection
Whenever you or a friendly creature within 30 feet of you that you can see are about to take damage from a projectile (thrown weapon, ranged attack, Magic Missile, etc), you can use your reaction and teleport the projectile and aim it at any enemy within 60 feet of you that you can see.
The damage type of the attack remains unchanged, and the damage dealt is still rolled by the original attacker.
Blink Charge Cost: 1
Blink Step
You can magically teleport yourself to an unoccupied space you can see within 30 feet. You can bring one willing creature within touch range with you, provided they are of your size or smaller and are carrying no more than what they can hold in their hands (not counting their inventory).
If you or they are carrying a creature or item that is not part of their inventory, it will be left behind in the space you previously occupied (although it will not take damage from the drop).
Blink Charge Cost: 1
Tele-Projectile
You can teleport a small object you can see within 60 feet and hurl it at a target creature you can see that is within 30 feet of you.
The object cannot be held by a creature or construct, must be of negligible value and weigh no more than 5 pounds.
Make a ranged spell attack with advantage against the target. On a hit, the object deals 1d6 bludgeoning damage + your Dexterity modifier.
Blink Charge Cost: 1
Blink Slinger
You gain the ability to upgrade Blink Projectile, giving you access to one of the following options.
Blink Volley
You can teleport two small objects you can see within 60 feet and hurl them at a target creature you can see that is within 30 feet of you.
The objects cannot be held by a creature or construct, must be of negligible value and weigh no more than 5 pounds.
Make two ranged spell attacks against the target. On a hit, each object deals 2d6 bludgeoning damage + your Dexterity modifier.
Blink Charge Cost: 2
Heavy Telepult
You can teleport a small object you can see within 60 feet and hurl it at a target creature you can see that is within 30 feet of you.
The object cannot be held by a creature or construct, must be of negligible value and weigh no more than 10 pounds.
Make a ranged spell attack with advantage against a target creature. On a successful hit, the object deals 1d10 bludgeoning damage + your Dexterity modifier.
Blink Charge Cost: 2
Blink Sprinter
You gain the ability to upgrade Blink Step, giving you access to one of the following abilities.
Blink Strike
You can teleport yourself behind an enemy you can see within 30 feet and make an attack with your melee weapon (or an unarmed strike).
Make a melee attack with advantage. On a hit, the enemy must roll a Wisdom (Perception) saving throw.
On a successful save, the attack deals regular damage. On a failed save, the attack damage is doubled.
Damage from this attack cannot be increased by rolling a critical hit.
Blink Charge Cost: 4
Warp Step
You can teleport yourself and one willing creature of your size or smaller to unoccupied spaces you can see within 30 feet. The creature can bring any equipment they are carrying.
Blink Charge Cost: 4
Evasive Maneuvers
Your evasive abilities become even more formidable. When you take the Dash action, difficult terrain doesn't cost you extra movement for that turn, and any creature that makes an opportunity attack against you has disadvantage on the attack roll.
Warp-monger
Your chosen Blink Sprinter skill gets upgraded.
Blink Omni-Strike
You can teleport yourself behind two separate enemies you can see within 30 feet in rapid succession, attacking each of them with your melee weapon (or an unarmed strike).
If there is only one enemy within range, this attack only hits once.
For each enemy, make a melee attack with advantage. On a hit, the enemy must roll a Wisdom (Perception) saving throw.
On a successful save, the attack deals regular damage. On a failed save, the attack damage is doubled.
Damage from this attack cannot be increased by rolling a critical hit.
Blink Charge Cost: 6
Blurred Warp Step
Your Warp Step now grants you and any creature you take with gain the effects of the Blur spell.
For 1 minute, your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Blink Charge Cost: 6
Light-speed Step
Your Warp Step skill is so fast now that it can be cast as a bonus action.
Blink Charge Cost: 6
Mach Strike
Your Blink Strike skill is so fast now that it can be cast as a bonus action.
Blink Charge Cost: 6
Multiversal Citizen
You blink through multiple realities simultaneously before converging back on your original self - giving you access to one of the following.
Bamf Lord
You forego your turn, opting instead to blink through multiple realities simultaneously before converging back on your original self - giving you temporary access to endless possibilities.
Until the end of your next turn, you have advantage on all attack rolls, ability checks and saving throws. Additionally, any attack rolls and ability checks made against you - as well as saving throws made as a result of an action or effect that you have caused - are at disadvantage.
This action must be used at the start of your turn and using it will cause your turn to end. This does not stack with other similar effects and cannot be used if you are below 10% of your Max Hit Points.
You can do this once per long rest.
Mighty Bamf
You forego your turn, opting instead to blink through multiple realities simultaneously before converging back on your original self - giving you temporary access to endless possibilities.
On your next turn, your movement speed is double and you can take two actions as well as two bonus actions.
This action must be used at the start of your turn and using it will cause your turn to end. This does not stack with other similar effects and cannot be used if you are below 10% of your Max Hit Points.
You can do this once per long rest.
Blink Ballista
You gain the ability to upgrade Blink Projectile, giving you access to one of the following options:
Blink Barrage
You can teleport six small objects you can see within 60 feet and hurl them at a target creature you can see that is within 30 feet of you.
The objects cannot be held by a creature or construct, must be of negligible value and weigh no more than 5 pounds.
Make six ranged spell attacks against the target. On a hit, each object deals 2d6 bludgeoning damage + your Dexterity modifier.
Blink Charge Cost: 8
Megaton Telepult
You can teleport a medium object you can see within 60 feet and hurl it at a target creature you can see that is within 30 feet of you.
The object cannot be held by a creature or construct, must be of negligible value and weigh no more than 30 pounds.
Make a ranged spell attack with advantage against a target creature. On a successful hit, the object deals 6d10 bludgeoning damage + your Dexterity modifier.
Blink Charge Cost: 8
Blink Artillery
You have mastered the art of "telepulting" weapons with shocking precision. As a bonus action, you can use one of the following abilities, drawing from the same pool of charges equal to your subclass level before needing a long rest.
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Telepult:
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You can magically teleport a weapon in your hand that has the "thrown" tag to any enemy you can see within the weapon's normal range.
The attack roll against the target has advantage, and it deals the regular damage of the weapon when thrown.
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- Extended Telepult:
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You can magically extend the throwing range of a weapon in your hand that has the "thrown" tag. As a bonus action, you can teleport the weapon to any enemy you can see within double the weapon's normal throwing range.
The attack deals the regular damage of the weapon when thrown.
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- Weapon Recall:
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As a bonus action, you can summon back a weapon you've thrown that has the "thrown" tag back to your hand.
The weapon instantly returns to your hand, ready for use in your next turn.
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