Overview
Hey, new caster—Blink is a Situational powerhouse that I've mained on wizards for years, but it's not the auto-pick people hype it as. At 3rd level, you roll d20 at end of each turn: 11+ (50% chance) and you're gone to the Ethereal Plane, untouchable by Material Plane foes except rare exceptions. You return at start of your next turn to a visible unoccupied space within 10 feet (random nearest if none). No concentration, 1 minute duration, dismissible as action. It's pure defense: while Ethereal, see/hear Material up to 60 feet in gray, but can't interact with it or be affected unless foe has ethereal reach. Spell wastes if you're already Ethereal. Opportunity cost is huge—Fireball averages 28 damage to groups, Haste gives extra action—but Blink's 50% miss chance per round stacks defenses multiplicatively (e.g., after 3 rounds, ~87% chance you've blinked at least once). Great for squishy solo play, mediocre in tanky parties. Veterans love it for kiting bosses, but common trap: casting then doing nothing useful.
Stat Block
| Property | Value |
|---|---|
| Level | 3 |
| School | Transmutation |
| Casting Time | 1 action |
| Range | Self |
| Components | V, S |
| Material | None |
| Duration | 1 minute |
| Concentration | No |
| Ritual | No |
| Save/Attack | None |
| Classes | Sorcerer, Wizard |
When NOT to Use This
- •Party has strong frontliners absorbing hits—your slot better as Hypnotic Pattern.
- •Against hordes: no AoE, wastes vs Fireball's multi-target.
- •In underwater/caverns: ethereal vision grayscales complicate navigation.
- •When concentration spells like Haste are needed elsewhere.
- •Tight spaces risking random returns into hazards.
Spell Slot Efficiency
| Metric | Assessment |
|---|---|
| Slot Efficiency | Moderate: 3rd-level non-conc defense for 1 min (~4-6 rounds), 50% uptime saves ~2-3 Fireball slots in long fights. |
| Action Economy | Excellent |
| Opportunity Cost | Fireball (28 avg AoE dmg), Haste (extra attack/action), Slow (CC multiple foes)—Blink outputs 0 DPR. |
When worth the slot: High-lethality tables, solo adventures, or when you're glass cannon (AC 15, 40 HP).
When NOT worth the slot: Tanky party, short fights (<3 rounds), or damage/CC priority.
Pro Tips (Veteran Secrets)
Tip #1: Track blink rolls mentally: after 2 fails, ~75% uptime expected—dismiss if streaky.
Why veterans know this: d20 variance kills novas; vets preempt with math (50% per turn compounds).
This avoids the mistake of: Forgetting to dismiss, wasting turns attacking nothing.
Tip #2: Pre-map return spots: always have 3+ unoccupied 10-foot options.
Why veterans know this: Random returns = TPKs in hazards; theater of mind fails here.
This avoids the mistake of: Blinking into pits/spikes.
Tip #3: Sorc: Quickened Spell to cast + move same turn.
Why veterans know this: Action economy godsend vs Wizards.
This avoids the mistake of: Standing still post-cast.
Tip #4: Dismiss before ally AoE like Synaptic Static.
Why veterans know this: Friendly fire ignores planes RAW.
Common Mistakes to Avoid
Attacking while Ethereal.
Why it's bad: Can't target Material foes—wastes full turns (avg 2-3 blinks = 0 DPR).
Do this instead: Bonus action cantrips only if dual-plane synergy; mostly Dodge/Dismiss.
Forgetting 60-foot vision limit.
Why it's bad: Blind to distant threats, poor scouting.
Do this instead: Use familiar for extended vision.
Blinking in group fights.
Why it's bad: Selfish defense; party needs your CC/damage.
Do this instead: Save for solo target turns.
Ignoring return AoOs.
Why it's bad: 10-foot limit provokes if enemies adjacent.
Do this instead: Blink from 15+ feet away.
Usage Tips
- •Cast pre-combat on yourself when expecting focus fire; the 50% blink uptime dodges ~half of incoming attacks/spells without concentration, freeing slots for offense.
- •Position return spot before blinking—scout with familiar or ally to ensure safe 10-foot zone, avoiding random teleports into hazards.
- •Use in melee-heavy fights: blink out of grapples/restraints automatically since you leave plane, returning fresh.
- •Pair with mobility spells like Misty Step for repositioning post-return, turning you into a slippery nova caster.
- •Dismiss right before your big damage turn (e.g., Fireball) to guarantee Material Plane presence—no risk of wasting action attacking thin air.
Rules Notes
- •Spell fails and slot wasted if cast while already on Ethereal Plane (e.g., after Phase Spider venom).
- •Return space must be unoccupied and visible within 10 feet; random if multiple nearest.
- •Ethereal state: full vision/hearing of Material Plane up to 60 feet (grayscale), but no interaction unless both ethereal.
- •Dismiss as action to end early.
- •No attacks of opportunity on return if positioned smartly (within 10 feet).
Synergies
- •Haste: extra speed/dodge stacks with blink's evasion for near-invincibility (but Haste concentrates).
- •Familiar (Find Familiar): scout Ethereal vision limits, relay Material threats while you're phased.
- •Contingency (6th): auto-Blink on HP threshold for emergency defense.
- •Polearm Master/Sentinel: blink safely, return to trigger opportunity attacks.
- •Greater Invisibility (if upcast): double obscurity when not blinked.
Anti-Patterns
- •Don't cast in anti-magic fields—wasted slot, no dispel needed to counter.
- •Avoid tight corridors (<10 feet clear)—random returns risk ally collisions or traps.
- •Skip if party has auras like Aura of Protection; redundancy wastes your unique slot.
- •Never rely on it for stealth—Ethereal isn't invisible, just planar shifted; True Seeing pierces.
Tactical Modules
- •Boss Kiter — When to use: Single-target fights where you're primary target (e.g., dragon breath turns).. Synergy: Mobility like Fly; blink to dodge big hits, return 10 feet away to maintain distance.
- •Nova Enabler — When to use: Before your turn's big spell (e.g., level 5 Fireball).. Synergy: Dismiss action ensures you're Material for 28 avg damage; stacks with Action Surge if Sorc.
- •Grapple Breaker — When to use: Restrained/immobile by foes like ropers.. Synergy: Automatic escape via plane shift; return prone-safe with Feather Fall prep.
Countermeasures
- •Threat: Ethereal foes (phase spiders, ghosts). — Response: Dismiss immediately; they're not affected by your blink.. Fallback: Fall back to Mirror Image + Dodge action.
- •Threat: True Seeing/See Invisibility casters. — Response: They perceive you Ethereal—reposition 10+ feet on return.. Fallback: Dimension Door out entirely.
- •Threat: Area denial (Cloudkill, Wall of Force). — Response: Blink bypasses gas/clouds since no Material interaction.. Fallback: If persistent, Greater Invisibility.
Frequently Asked Questions
is blink good 5e
Situational excellent for defensive wizards/sorcerers in focus-fire fights—50% evasion without concentration. Poor DPR replacement vs Fireball. Prep if solo or bossing.
blink vs mirror image 5e
Blink better in long fights (50% per round vs Mirror's 3 illusory dupes); Mirror Image lower slot, works vs AoE. Blink for bosses, Mirror for mobs.
does blink stop attacks of opportunity 5e
Yes—leaving plane ends engagement, no AoO. Return 10 feet away avoids new provokes if planned.
blink spell combos 5e
Haste + Blink = godmode (dodge + extra action). Quickened + Dimension Door for Sorcs. Familiar scouts Ethereal limits.
when to cast blink wizard 5e
Pre-boss breath weapon or when >50% enemy attacks target you. Dismiss for nova turns.
can you twin blink 5e
No—Self range can't be twinned (Twinned Spell requires two targets). Use on ally via other means.
does blink work underwater 5e
Yes—plane shift ignores medium; return to same spot. Vision 60 feet grayscale.
blink vs haste 5e
Blink pure defense (no conc), Haste offense+mobility (conc). Blink if targeted, Haste if DPR needed.
Citations: api:spells/blink
Includes SRD content per CC BY 4.0. Source: dnd5eapi.co.
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