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Planar Order

Order of Blinknights

 

A channeler joining the Order of Blinknights unifies themselves with a weapon, which becomes an extension of their very being. Skilled blinknights can feel the energy of the multiverse hum through their steel, guiding their strikes as they blink across the battlefield. A blinknights fears no force in the multiverse, be it angel, devil, or rival spellcaster.

Portal Key: Weapon

At 1st level, your portal key is a weapon, which you can sequester away on the Ethereal Plane when it’s not in use. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can summon your key weapon to your hand or dismiss it to the Ethereal Plane as you would normally draw or stow a weapon.

Cantrips

At 1st level, you learn three cantrips of your choice from the following list: chill touch, light, fire bolt, mage hand, magic daggers, minor illusion, prestidigitation, produce flame, ray of frost, shocking grasp, and true strike. Intelligence is your spellcasting ability for these spells.
     At 8th level, you learn a fourth cantrip from this list.

Bonus Focus

At 7th level, you gain the following Planar Focus option:
     Ethereal. You can use your bonus action and spend up to 3 arcana points to teleport to an unoccupied space you can see up to 15 feet away for each arcana point spent.

Spellstrike Ward

Starting at 10th level, you can use your bonus action to raise a defensive ward. For the next minute, you have a pool of 5 temporary hit points. For the duration, whenever you deal damage to a hostile creature with a melee weapon attack, your temporary hit point pool gains points equal to your Intelligence modifier. Your hit point pool holds a maximum number of points equal to twice your level.
     Once you use this ability, you must complete a short or long rest before using it again.

Arcane Edge

At 15th level, when you hit with a spell attack roll that is channeled through a melee weapon attack, you can choose for the attack to become a critical hit.
     Once you use this ability, you can’t use it again until you finish a short or long rest.

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