Talk:Blink Mage (5e Class)

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I really need to point out that since at level 20 you have unlimited blinks, and blink rampage allows you to make an attack per blink, you can make an infinite number of attacks.

Also the ability to teleport is being vastly underestimated in this class, just being able to teleport 5 feet is powerful because then you can avoid opportunity attacks, bypass most walls and doors, escape any restraints and if you can do it as a reaction you can douge most things

Also almost every feature is completely combat focused, the class should have more utility, an idea I thought of was that you have blindsight with the same range you can blink so that you won't teleport into something

And finally the monk class, which is supposed to be the fastest only gets +30 feet to their speed, compared to +40 feet and that is teleportation

I have been thinking of a character that can make lots of tiny teleports so I would be happy to help this class but this class needs a lot of help Babosa (talk) 04:51, 28 October 2018 (MDT)

I've given it a go, and I feel like this is fairly balanced as it is now. Blink charges are used for more abilities instead of short or long rests except on some of the later ones. Blink recharges on a short rest so that it's not too limiting, but still a resource to be managed. Nerfed the blink rampage by not allowing blink afterward until a short rest (this also stays as a limiting factor even after reaching level 20, which seemed appropriate). Blink movement speed is double your base speed, and is fast (as it should be) at low levels while still being slower than a high level monk. I'm loving this class, and feels rather like Anti-mage from DOTA2, but cool. Hope everyone likes it, do share if there is something that still needs fixing. Zibby (talk) 05:52, 17 December 2018 (MST)
Also, this is more like blink than teleport, and don't forget that because it works "as teleport", it means that you have a chance to land off target. Most often, an adventurer will be going somewhere they have "seen casually" (which is almost a 50% chance of success, and 33% chance of a mishap), or "heard about" (in the case of going through a wall or door), with a whole 26% chance of success. As a DM, I wouldn't make them land too far off target, but 5-10 feet off target makes that blink strike useless. Just keep this in mind when considering balance. Zibby (talk) 06:40, 17 December 2018 (MST)
It's better now, but in 5e teleport has no chance of failure, you're thinking of 3.5 and preventing blinking after blink rampage is not dealing with its issue. Plus since this is a class based off teleporting, they should get some other teleporting abilities like arcane gate. Babosa (talk) 12:53, 17 December 2018 (MST)
"Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.

Familiarity - Mishap - Similar Area - Off Target - On Target

Permanent Circle - x - x - x - 01-100

Associated Object - x - x - x - 01-100

Very Familiar - 01-05 - 06-13 - 14-24 - 25-100

Seen Casually - 01-33 - 34-43 - 44-53 - 54-100

Viewed Once - 01-43 - 44-53 - 54-73 - 74-100

Description - 01-43 - 44-53 - 54-73 - 74-100

False Description - 01-50 - 51-100 - x - x"

PHB page 281. (Lazy and not making the whole table right now but you get the idea)

Also, rampage states that each target can only be hit once. You may hit an infinite number of targets if they are all close enough, but you cannot hit any one of those targets more than once. Perhaps limiting the total would be good, though. I did remove the auto hit on rampage, it seems more sensible now. Do you think there should be a hard cap or levels of exhaustion if you hit a certain number? Zibby (talk) 18:17, 17 December 2018 (MST)
Ah, you are right, my apologies, that's what I get for looking at a reference app.
Exhaustion sounds good, Having it so you take 1 level of exhaustion to make 4 attacks and then each additional 2 attacks adds another level would work, it makes sense narratively and it limits the power while letting you deal massive damage if you need to. Babosa (talk) 13:16, 18 December 2018 (MST)

Balance[edit]

The spell level of teleport isn't just related to its distance, it's also to do with bypassing barriers. Even misty step, a short line-of-sight teleportation spell for self only, isn't available until 3rd character level. This class should start with using blink charges for some limited form of teleportation, then misty step at 3rd level, blink at 5th level (as one would expect for a class called blink mage) and teleport at 13th level. Marasmusine (talk) 08:54, 1 April 2019 (MDT)

I'm thinking that for ease of use, Straight "misty step" would be a great answer at all levels, but make it cost movement to cast. Something like this:
Blink: You may expend 25 feet of movement in order to cast misty step without expending a spell slot. At 4th level, and again at 8th, 12th, and 16th level, the movement cost to "blink" is reduced by 5 feet. You may blink a number of times each round equal to your proficiency bonus, provided that you have the available movement speed. At the end of each turn that a creature has blinked a number of times greater than half of their proficiency bonus, they gain a level of exhaustion.
This way at 17th level, a character can cast misty step 5-6 times (depending on race). That's down from the previous 9, but with only a per turn limit it is up from the 9/short rest of before. Exhaustion takes care of the more terrible abuse that would be rampant otherwise. The exhaustion happens after the turn, so it doesn't get in the way of blink rampage, but it also allows for reducing some other restrictions because more of it is built into the actual blink.
I'll happily update the class to show these changes, but I would love some input first. Any thoughts?
PS, just thought that a bonus and/or action to dash could net additional blinks at earlier levels if needed, but it is still limited by action economy and proficiency bonus. Zibby (talk) 04:04, 14 June 2019 (MDT)
I didn't hear any objections, so I went ahead with a bit of an overhaul and I have to say that it looks balanced at first glance. Some main changes: simplified blink to be an improved misty step, reduced Blink damage dice a bit, added a couple of blink upgrades to replace some of what was lost, gave more blinking by changing the cost to movement (balanced by exhaustion if blink gets overused in a given turn and after every blink rampage). I also moved extra attack to 5th level like almost every other class, and put in some restrictions on some of the more powerful abilities.
All in all, I feel like this class is more straightforward while keeping with the theme and (hopefully) without outpacing every other class in damage per turn. It's been a pleasure, and unless I've missed the mark somewhere, I would now allow this at my table. Zibby (talk) 00:43, 16 June 2019 (MDT)

Yo, I'm looking at this class since my friend really likes it and plays it, after looking at it, it seems rather well balanced at higher levels but at lower levels there is a large power gap between the base classes and this since they are either more damaging or straight up better in terms of skills (e.g out of combat uses and general roleplay uses) since it is a mainly combat focused class but it still leaves something things to be desired in terms of both combat and out of combat, can i also ask why the 15th level ability `Rise To New Heights` is just fall damage without a damage cap? and with some other abilities are just lacking a bit of unique flavour and a lot of these abilities can be done better by most other classes, i really do think this class is a cool idea and generally well balanced until end game but it seems rather lacking in some areas. Sir satan

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