Blink 5e is an instant that has a duration of 1-minute. You move to the ethereal plane for this one turn, and into or within the same space as an object on the material, you vanish and become invisible.
For 1 minute, you can do whatever you want inside or outside an object. It means that 1 minute has 60 turns. As a result, it will be tough to do something without getting hit. It needs a limit to use as an out-of-jail-free card. Disappearing at the beginning of your next turn would make sense since you could still use this in addition to other spells like invisibility and mage armour, for example, which makes Blink 5e more potent than people think.
Blink 5e is an exciting spell since it can be suitable for either offensive or defensive playstyles, especially if your allies are already expecting you to go first and attack with an advantage before enemies can strike back.
Players can use this spell in various circumstances and help players get around a fight or get past enemies. The ethereal plane should only be accessible for one turn. So any allied players must protect them. In contrast, their there, and any foes will want to do their best to keep up the attack instead of wasting time trying to hit an invisible player or targeting others who could try and save them.
To cast this spell, you must have either a jewel worth at least 100GP or focus your mind on the ethereal plane for some time before casting it since it’s recommended that you meditate for one hour without interruption to ensure that your mind can handle being apart from your body for so long in another dimension. When the caster first enters the ethereal plane, he cannot attack or be attacked by any creature until his next turn begins.
Blink 5e’s duration is 1 minute which has 60 turns. As a result, it will be tough to do something without getting hit. It needs a limit to use as an out of jail free card. And disappearing at the beginning of your next turn would make sense since you could still use this in addition to other spells like invisibility and mage armour. For example, which makes Blink 5e more potent than people think.
Read more: All you need to know about Ryze Aram.
Blink’s main benefit is for the player to get out of harm’s way while everyone else has to create an offensive or defensive plan. Suppose you can see everything within 60 ft while you are on the ethereal plane. This spell won’t be used often by players who don’t plan to use it in every fight. They would use invisibility instead. That’s why you should only be able to sea creatures. And objects within 10ft, which limits the actual usefulness of the ethereal plane. But it will still allow its use in most battles without making it too powerful.
Blink 5e is very useful since, at many points, PCs should be able to do some severe damage with their spells, meaning that all they need to do is get out of harm’s way while their attacks hit their foes.
The basics of the spell are simple: being under the effects of Blink causes you to appear transparent along with blurred vision. Still, it allows the caster to travel 15 feet without provoking attacks of opportunity. Blink teleports you 30 feet away in any direction chosen by the caster when cast out of combat.
When you prepare the spell, it is essential to choose this talent before casting the spell. It goes hand in hand with Quickened Spell and Twinned Spell. Once selected, improved Blink allows the caster. And all allies within 5ft of you to use their reaction for an additional 15ft teleportation when an enemy attacks you via opportunity attack. If this is done, both teleports must take place during your turn, or else one or both of them do not go through.
This one is a no-brainer. Allowing you to cast another level 3 spell means it’s your turn again. or your ally gets to go again due to Improved Blink. An example would be casting a shield as a reaction first turn before anyone attacks. Hence, they have a disadvantage on their attack roll. And then throw haste on your party’s next turn via quickened spell acting as a second action. Now everyone has an extra 5ft speed during their main activity (attack).
This one is a bit more situational, but it allows you to link up with someone else. And effectively teleport spells 15ft as well. The twinned period is vital if they are within 5 feet of you or another ally has improved Blink within range. Remember that this would end your turn immediately if used with a quickened spell. It is because it takes up both of your actions. However, if using Twinned Spell to Blink an enemy this way, you must succeed on a concentration check to successfully maintain the spell.
Agonizing Blast (Evocation):
This cantrip does force damage rather than piercing or slashing. And players can use it to fulfil the role of dealing damage quickly before Blink teleports the caster out of harm’s way. When using it, it has a good range for a cantrip. And adds an advantage on attack rolls if another ally is within 5ft of your target.
This character option allows you to use your reaction for a Strength attack roll against an opponent. And this character option misses you in melee combat. So long as there is another party member within 5ft of them and in range. If you hit and the target is not immune to fear effects, your party member gains an advantage against them. One attack is a free action that can be useful with a twinned spell or when under the influence of haste.
Blink 5e is a new, open-source tabletop roleplaying game based on the d20 tabletop system. It has been designed to keep the speed up. And simplicity is high, so you can focus your energy on playing rather than planning. Character generation takes place outside of combat. The game world is intentionally very lightweight. So that the GM can do as much or as little work as they wish when creating their campaigns.