Blinked
Hit Points
Hit Dice: d8 per Blinked level
Hit Points at first Level: 8 + Con mod
Hit Points at Higher Levels: 1d8 (or 5) + Con mod
Proficiences
Armor: Light Armor
Weapons: Simple weapons, Finesse/light weapons
Tools: One tool of your choice
Saving Throws: Wisdom, Constitution
Skills: Choose two from the following; Acrobatics, Arcana, Athletics, Deception, Insight, Perception, Sleight of Hand, Stealth
Overview & Creation
Spell List Can be found under community sheets list, ID is 82920
Class Features
Phase
At 1st level you learned you had an odd shift in the movement of your body. Rather than everyone, you could warp your body quickly enough to another point before going back to your original point. You can your action to shift to any point within 30 feet and use a bonus action to attack with any weapon, if you gain Extra Attack you may use both attacks with one use of Phase, before returning to your point of origin. You can do this as many times equal to your Constitution modifier + your levels in this class (rounded down). You regain all use of Phase after a long rest.
Warped Mind
The magics that coalesces within your being alter your mind and swell more with the emotion that you hold. At 1st level, you gain two cantrips based on your alignment, unless true neutral you gain only one.
Chaotic - Fire Bolt
Lawful - Spare the Dying
Neutral - Prestidigitation
Good - Friends
Evil - Eldritch Blast
Fragmented
At 2nd level, whenever you would take a short rest, if uninterrupted, you may regain a number of Phases equal half your Constitution modifier (minimum of 1). You can use this feature twice per long rest.
Regathering Process
You've become acquainted with your unusual powers. But the magics that caused this now seem to take a form, and with it, fragments of your truest potential. Where will these magics take you? What will they teach? How will you control them? At 3rd level, your body starts to gather the magics in your corrupted and nearly broken body to help shape your being. Choose an archetype.
Ability Score Improvements
At 4th, 8th, 12th, 16th, and 19th, you can increase one ability score by 2, two ability scores by 1, or gain a feat.
Extra Attack
Beginning at 5th level, whenever you would take the Attack action, you may do so again on your turn.
Bright-Eyed
A spark in your eyes flicker ever so slightly, and then you see them. Everywhere you travel feels magical, and for good reason. Starting at 6th level, you can now cast detect magic at will, without material components or using a spell slot. Additionally, when you use this feature and spend up to 5 Phases, you can detect whether or not any creatures within reach are capable of casting spells and their major school of magic.
Shattered Mind
In the heat of battle, you're fighting on, a spell is cast and the creature succeeds, or do they? Starting at 9th level, whenever a creature would make a saving throw within 30 feet of you, you may use your reaction and 2 uses of Phase to subtract their total by an amount equal to your Wisdom modifier. You can choose to use this feature after the creature makes its roll. You regain the use of this feature on a short or long rest.
Scars of the Familiar
You've been beaten, scathed, torn apart, and maybe almost died a few times. Such pain of a particular type seems to not bother you anymore. Starting at 10th level, choose from one of the following: slashing, piercing, bludgeoning damage. You now gain resistance to weapons that deal the chosen damage type, even if magical.
Encouragement
Starting at 13th level, you believe your friends need a little push in battle or sometimes a trustworthy hand. You can expend a use of Phase to grab and teleport one ally, within 5ft of you, up to 30 feet, they then may use their reaction to move up to their movement speed. You may do this twice per long rest, you regain one use of it on a short rest.
Focused Phasing
All scars that have given you a story to show and tell, no longer though will you be easily battered. Starting at 15th level, you can Dodge as a bonus action.
Additionally, you gain a number of d4's equal to your Constitution modifier. Whenever you would take damage, you can use your reaction to expend a number of d4's equal a number of Phases that you must also expend to use this feature, healing for the amount rolled. You regain all uses of this feature at the end of a long rest.
Misery Loves Company
The energies in your body having now been fully completed, you feel a crackling of intense energies still lurking. Starting at 18th level, whenever you would start combat without any uses of Phase left, you may within 1 minute create a blast of unnatural magic burst from you out to 30 feet in every direction. All creatures of your choice within this area must make an Intelligence saving throw or take 10d10 force damage and become stunned until the end of your next turn. On a successful save, they take half damage and are not stunned. However, using this makes you completely vulnerable to all damage until the start of your next turn. You regain the use of this feature at the end of a long rest. (This uses your spell save DC)
Level Headed
You've come to accept the power you've been gifted or cursed with, and realizing this acceptance your body and mind rest. The odd shifting throughout the body lessens and can you can feel a weight being lifted off. At 20th level, you can spend 1 hour in an uninterrupted meditated state and regain all uses Phase.
Starting Equipment
- (a) five daggers or (b) any simple weapon
- (a) a net or (b) a rapier
- (a) an entertainer's pack or (b) a scholar's pack
- Leather armor, 10 darts, and navigator's tools
Spellcasting
A test subject to either horrible experiment, or a victim of someone's arcane failed experimental mishap grants you an unknown knack for mysticism.
Cantrips
At first level you know two cantrips from the blinked spell list. You gain additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Blinked table.
Spell Slots
The Blinked table shows you how many spell slots you have to cast your spells of 1st level and higher. To cast one of these blinked spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice from the blinked spell list.
The Spells Known column of the Blinked table shows you when you learn more blinked spells of your choice. Each of these spells must be of a level for which you have spell slots.
Spellcasting Ability
Spell save DC= 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier= your proficiency bonus + your Wisdom modifier
Subclass Options
Call To Arms
Spells are cool, but so are weapons and with your abilities, imagine the possibilities. An unforeseen move on the battlefield that puts the enemy off guard, an unimaginable flank, and enemy manipulation.
Flanking Maneuvers
At 3rd level, you've discovered in yourself how to teleport somewhere and stay there without phasing back. When you use Phase to attack an enemy, you may use up 2 slots of Phase to change your point of origin to where you phased instead.
Cautionary
At 3rd level, you've become more than aware of the threats that will come to you in the future, so gear up. You become proficient with medium armor and shields. Additionally, you can Dash as a bonus action using 1 Phase.
Domino Effect
At 7th level, you found a cunning way to attack from all sides without moving positions. Whenever you would use phase, you can choose up to three different creatures within range of Phase to target, but must successfully hit the first one to attempt to hit any of the other two. However, if you were to critically hit the first one, you may choose one extra target.
Same Trick, Different Man
At 11th level, you've become in tune with your own vision through the use of Phase that other versions of it don't psyche you out anymore. You gain advantage to see through all illusion spells. Also, you don't gain disadvantage when attacking an enemy using spells such as blur, mirror image, etc.
We Live In Hope
You create a shockwave that is seen and heard only to those you would call a friend. At 14th level, you send out a wave of resilience that bolsters your companions. All allied creatures within 60 feet that can see or hear you gain an amount of temporary hitpoints equal to the current number of Phases you have + half your levels in this class (rounded down). You regain the use of this feature after a long rest.
Admit Defeat!
Your comrades are there for you and you for them, an encouraging smile can go a long way. At 17th level, whenever you would be within 5 feet of an ally, you may a bonus action and 5 uses of Phase to use this feature to provide them with the Help action for 1 minute. You may use this only on one allied creature at a time. You may only use this feature twice per long rest.
Reverse Psychology
You wish to excel at the manipulation of enemies on the battlefield and how to best keep them in a confused panic state of mind. Blinked who follow this path are much keener to present the feeling of dread and confusion among those that would oppose them. On the field, it is common to take down opponents by force, it is easier in the eye of these Blinked to simply give that common thought a helping hand.
From Me to You
At 3rd level, you become adept in your ability to swap yourself and objects, so why not entire creatures. Whenever a creature would hit you with an attack, you can use your reaction to swap places with you and another creature of your choice within 30 feet of you. That creature must make a Constitution saving throw or be transported to the spot where you were being attacked and take the full damage. However, if the attacker rolls a natural 20, you and the creature you swap places with both take half damage if using this reaction. You may use this feature a number of times equal to your Con mod.
Ghastly Striker
At 3rd level, your body feels a surging force that, when put to use, becomes a powerful and unseen strike. As an action, when you would use one use of Phase, you may choose to expend a spell slot as well to attack a creature within 30 feet of you and end up 5 - 15 feet away from them without returning to your point of origin. This creature must be in a 30 foot line. On a hit, you deal an extra 1d8 force damage and that creature must make a Strength saving throw or be knocked prone. This damage increases to 2d8 at 11th level, and 3d8 at 18th level.
Link Between
At 7th level, your body has become imbued with a swirling of chaotic magical energies that come and go and evolve. Whenever a creature would hit you with a spell that requires a saving throw that is not an AoE, and you succeed, you can use your reaction and amount of Phase equal to the level of the spell, to transfer that harmful magical energy to another creature within 5 feet of you. That creature would then have to make the same saving throw against the same spell and only suffers from its effects if it fails. (Example: Blight, you succeed on the save and take half damage and then use your reaction and 4 uses of Phase on a creature within 5 feet to make the same save against the same spell, if they fail they take the full damage.)
Shuffled Deck
At 11th level, you control both friend and foe, all the while you sit on the sidelines without too much worry. You gain the ability to cast
Scatter using 3 uses of Phase. When you use Scatter in this way, you can use Phase to teleport to another point within range freely and replace it as your point of origin.
Bottled Up
At 14th level, the chaotic magical energies inside of you have become more unstable with your spells, but can become concentrated. Once per long rest, you can choose one of your prepared spells up to 5th level, when this spell is cast you can deal maximum damage or give disadvantage on the saving throw of the chosen spell.
Under Duress
You are nowhere and everywhere, confusion sets in and your foe falls to madness, a battle won. At 17th level, if you use up 5 uses of Phase, you can create up to five picture-perfect illusory duplicates of yourself within 10 feet of yourself. Any creature that attacks a duplicate must then make a Wisdom saving throw or be under the effects of the
Confusion spell and take 1d10 psychic damage. The attacked duplicate then disappears. As a bonus action on your turn, you can move these duplicates up to a number of feet equal to your movement speed.
Level | Prof. Bonus | Abilities | Spells Known | Cantrips | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
---|
1 | +2 | Phase, Warped Mind, Spellcasting | 3 | 2 | 2 |
2 | +2 | Fragmented | 3 | 2 | 3 |
3 | +2 | Regathering Process | 4 | 2 | 4 | 2 |
4 | +2 | Ability Score Improvement | 5 | 2 | 4 | 3 |
5 | +3 | Extra Attack | 6 | 3 | 4 | 3 | 2 |
6 | +3 | Bright-Eyed | 7 | 3 | 4 | 3 | 3 |
7 | +3 | Regathering Process Feature | 8 | 3 | 4 | 3 | 3 | 1 |
8 | +3 | Ability Score Improvement | 9 | 3 | 4 | 3 | 3 | 2 |
9 | +4 | Shattered Mind | 11 | 3 | 4 | 3 | 3 | 3 | 1 |
10 | +4 | Scars of the Familiar | 12 | 3 | 4 | 4 | 3 | 3 | 2 |
11 | +4 | Regathering Process Feature | 13 | 4 | 4 | 3 | 3 | 3 | 2 | 1 |
12 | +4 | Ability Score Improvement | 14 | 4 | 4 | 3 | 3 | 3 | 2 | 1 |
13 | +5 | Encouragement | 15 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 |
14 | +5 | Regathering Process Feature | 16 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 |
15 | +5 | Focused Phasing | 17 | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 |
16 | +5 | Ability Score Improvement | 18 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
17 | +6 | Regathering Process Feature | 19 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | +6 | Chaos Unleashed | 19 | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | +6 | Ability Score Improvement | 21 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | +6 | Level Headed | 21 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |