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Blink

Transmutation
Level: 3rd-level
Casting Time: 1 action
Range: Self
Duration: 1 minute
Components: V, S

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.

Spell Details

School: Transmutation
Level: 3
Ritual: No
Concentration: No
Classes: Cleric, Sorcerer, Warlock, Wizard
B-Tier Blink offers excellent survivability and action economy in the right situations, but its randomness and Ethereal Plane limitations prevent it from being consistently powerful.

Player Guide

Cast Blink before entering dangerous encounters or when you expect heavy incoming damage, as it provides a 55% chance each turn to become untargetable. Position yourself aggressively since you can't be hit while on the Ethereal Plane, allowing you to take risks that would normally be suicidal. Use the concentration slot wisely—Blink shines when you're a melee-focused character or don't need other concentration spells. Pair it with high mobility or repositioning abilities to maximize damage output before potentially phasing out.

DM Tips

Clarify that while on the Ethereal Plane, the caster cannot target anyone on the Material Plane and vice versa—this prevents abuse as a guaranteed escape from all consequences. Track the d20 rolls publicly or have the player roll openly to maintain tension, as the suspense of potentially phasing out is part of the spell's appeal.