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Blur 5e dnd vs mirror image vs blink | How to choose the best dnd spell

Blur 5e vs Mirror Image vs Blink in Dnd spells

In this article, we will discuss the difference between illusion spells like Blur 5e & Mirror Image. And how are the illusion spells different from Transmutation spells like Blink 5e?

Blur 5e dnd

Your body converts blurred, shifting, and wavering to everyone who can see you. For the span, any creature has a disadvantage on attack rolls upon you. An attacker is resistant to this effect if it does not rely on vision, as with blindsight, or may see within illusions, as amidst truesight. Reference: Basic Rules, pg. 219

Mirror Image 5e dnd

Three illusory duplicates of yourself resemble your space. Until the spell ends, the duplicates move with you and imitate your actions, changing position, so it’s improbable to track which image is real. You can use your activity to dismiss the illusory duplicates.

Every moment a creature targets you with an attack during the spell’s duration, roll a d20 to decide whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a six or higher to change the attack’s target to a duplicate. With two copies, you must roll an eight or higher. With one duplicate, you must roll an 11 or higher.

A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a copy, the replication destroys. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates get into elimination.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or perceive illusions as false, as with truesight. Reference: Basic Rules, pg. 260

Blink 5e

Roll a d20 after each of your turns for the duration of the spell. You disappear from your current plane of existence. And it arrives in the Ethereal Plane (the spell fails, and the casting wastes if you were already on that plane). It happens on a roll of 11 or higher. At the commencement of your next turn, suppose the spell ends if you are on the Ethereal Plane.

You return to an abandoned space of your option that you may see within 10 feet of the area. You vanished. If no unoccupied space is possible within that range, you arrive in the nearest unoccupied space (arranged randomly if more than one space is equally near). You may dismiss this spell as an action.

While on the Ethereal Plane, you may see and hear the plane you began from, once cast in shades of gray, and you can not see anything there further than 60 feet away. You may only affect and be affected by different creatures on the Ethereal Plane. Beasts that are not there can’t notice you or interact with you unless they may do so.

Comparison Chart: Blur 5e vs Mirror Image vs 5e Blink in Dnd spells

Comparison Blur 5e Mirror Image 5e Blink 5e
LEVEL 2 2 3
CASTING TIME 1 Action 1 Action 1 Action
RANGE/AREA Self Self Self
COMPONENTS V V, S V, S
DURATION Concentration 1 Minute 1 Minute 1 Minute
SCHOOL Illusion Illusion Transmutation
ATTACK/SAVE None None None
DAMAGE/EFFECT Deception Deception Utility
SOURCE Basic Rules, pg. 219 Basic Rules, pg. 260 Basic Rules, pg. 219

 

Mirror Image 5e vs. Blur (Illusion spells)

Blur is better for staying power. Mirror Image converts three hits into misses and is then gone. Blur in 5e dnd keeps on giving your foes drawback till you shed concentration. That is another point in favor of the Wizard-Mirror, EK-Blur assignment since, ideally, the Wizard isn’t going to hit up. In contrast, an EK with Blur can keep dodging attacks right up until the conclusion of the fight.

Arcane Tricksters get mostly Enchantment or Illusion spells (it’s possible to find a couple of others, but they’re few and far between).

The two Enchantment and Illusion possess some concentration spells also. So I’d have a look at if these look like spells you’re going to want often (Hold Person? Important Picture?) And whether you’d be casting them in precisely the same circumstance or not.

Also, think about what your character’s reaction to combat and defense is going to be. Know the mechanisms, understand how your character deals with different situations, and you need to find the choice gets simpler.

You may opt for Arcane Trickster too, and face similar conflicts. But with Blur, you’re not as worried about losing concentration for one more spell. Spells will be for flexibility as opposed to a continuous thing.

You can still cast spells as you are concentrating on a charm. You can’t have two concentration spells active at once. That means you may have a blur up and be casting firebolt or magic missile all day. You couldn’t have Blur and fly up simultaneously, for example, since they both require immersion.

  1. Mirror Image is better if you have a bad to fair AC.
  2. Blur is better if you have a fantastic AC.
  3. Generally, Wizards will need a Mirror Image. Eldritch Knights will want Blur.

Blink 5e vs. Mirror Image for Bard to grab magical secrets

The defensive spell option is very much a matter of what abilities you have, your stats. And if you intend to be in melee or so, possibly are defending against ranged attacks.

Suppose you are a Lore Bard (since you’re getting a minimal level defensive spell, not higher degree spells). You already have a crisis defense: Cutting Words (CW). You’ll be able to use this after you find a roll, so you’re able to guess whether it’s worth wasting a bardic inspiration. And, you may choose to use this on the hit or harm.

If you’ve got a high Dex, you can use CW with Mirror Image to save one of these, especially on the initial one. Even with a high Dex, there is a fantastic chance (particularly when you begin encountering higher-level monsters ). Your images will probably get stuck. With numerous enemies (or even multi-attack) doing low damage, you may find your pictures disappearing in one or two turns.

That is still far better than Shield, which increases your fair to poor AC by 5 for a single turn. And it may quickly still strike you. It applies unless my Magic Missile is assaulting you (which, using a 1st level spell, hit both of you along with your images, and poof! No more pictures). Or it swarms with a whole lot of strikes in 1 turn, which is highly beneficial, mainly if you are in a celebration. No damage for three hits is probably better than maybe 1 or 2 hits, maybe not hitting you.

Blink 5e is a lot nicer than lots of people think. It isn’t just a 50 percent chance per round of not getting hit by an attack. It is a 50% chance of not getting hit by anything (Fireball, dragon breath, targeted mind spells, etc.). While it too is arbitrary whether it works (like Mirror Image, Shield, or even Blur), it is a full ten turns. So if you anticipate a significant conflict, it shines. It can also play havoc or give you an edge in battlefield control. If you’re the last line of defense to your spellcasters (or a part of the primary line), you disappearing randomly gives enemies easier access to allies that are less protected.

Cutting words 5e

But if you’re a striker, you can pop beyond a single line and access their less protected (or more strategic ranged) enemies. It can also effectively give you a completely free disengagement by moving 10′ from wherever you’re. Finally, suppose you’re a supporting character. In that case, if you’re blinked (cycles at which you are ethereal), you cannot use Cutting words 5e to protect someone else if it may be more needed. If you’re thinking just self-defense, on turns in which you aren’t blinked, you can still use Cutting words or a different reaction spell if you have it. Thus, again, character style reliant.

If you’ve got a fantastic AC, which is not typical for bards, but you can multi-class or use feats, Blur could be a lot better than any of them. Having a superb AC, where just a crit can hit you, you move from a 1 in 20 chance to be struck to 1 in 400, 10x better against strikes than Blink, and better than Mirror Picture. But, the lower your AC, the worse this gets, and the better others are.

When you have a 50% of being struck, this drops to 25%, equal to the 50% of Blink. It would be best if you focused, which means you can not use another immersion spell for offense (like many of your enemies as a bard). Any hit can make you lose concentration. So, if you utilize offensive/mind control spells, then this is not a fantastic choice. Unless you’ve got an excellent AC, it is inferior.

I’ve got another potential option, particularly if you have a good AC or expect attacks primarily in melee. It works even if you don’t have a good AC. Armor of Agathys, upcast as a 2nd or 3rd (and evening hugger is better), provides you five temp hit points per spell level utilized.

Concentration spells

Suppose you’re using concentration spells. That doesn’t help you maintain concentration. (harm is damage, it does not matter if it’s temp hit points or normal ones unless your DM rules differently ).

However, if you’re not, this is ensured protection up to a level of harm of any type. Something none of those others provide, and good offensive damage, does not use an action, bonus activity, or reaction. It also is visible. Therefore an intelligent creature may know what it is and decide to attack somebody else. But savvy ranged attackers may concentrate on you to guard their melee counterparts.

That also works nicely with your Cutting Words. And, unlike the other possibilities, you can upcast this and make it even more powerful. A Paladin (2nd+)/bard (higher level) can use all of your lower level slots for Divine Smite (the maximum level that does not waste amounts is 5th).

With heavy armor and protect (and heavy armor grasp feat for much more harm reduction on attacks), this spell may utilize the higher-level slots. And they are Cutting words if you take a bigger hit to allow it to last longer. Imagine being swarmed by reduced level devils and having their low harm swarm only killing themselves off as their damage does next to nothing. They take 25 or more cold damage with no save or assault rolls to make it work.

Blink 5e vs. Mirror image 5e

Both these spells have an identical downside, takes action to throw, and last a minute. So here is where they disagree: Blink works 50 percent of their time, and by functions, I mean requires the enemy to attack someone else. They’ll still typically get to attack. You also can’t use your reaction, usually when you’re blinked out, but you do get any free motion instead.

Mirror Image works more often at first, but here functions mean it prevents your assault from hitting you. It just works for as much as three-strikes (usually about 2.5 hits if you’ve got Mage Armor or something). It takes about six attacks to occur, depending on an enemy to strike bonuses. MI also fails to enemies who don’t need to see you personally or don’t have to attack you.

Blink will prevent you from taking heavy fire by diverting it to your allies. Mirror Image will hold up under light hassling but breaks down under a severe onslaught. The third solution is Shield. Suppose you know what the enemies wrapped to strike. In that case, it can stop one assault from hitting and discourage additional attacks that round without taking up your activity in your turn. Downsides for Shield are it doesn’t contain a vital hit (MI can). If it’s far better than MI when you’re facing many strikes in 1 round, you’re still in danger when you meet that many attacks in one round.

Blur 5e vs. Blink

Assume opponent who cannot see ethereal and Can’t strike ethereal:

  • They’re not the same thing, and so stack. I’d first assess the Blink miss opportunity, then check the 20 percent Blur concealment chance.​
  • Assume competition who will see ethereal and Cannot strike ethereal:
  • Blink presents a 20% miss chance. Again not the same thing, and so stack. To check Blink’s 20% miss chance, then assess the 20 percent Blur concealment miss chance.​
  • Assume opponent who cannot see ethereal and can hit ethereal:
  • Blur grants a 20% concealment miss opportunity. Because both of these are concealment miss chances, I wouldn’t stack them and only assess one single 20% miss chance.​
  • Assume opponent who can both see and hit ethereal:
  • Blur remains practical unless the way of seeing ethereal is from a 5e True Seeing spell. In case Blur 5e remains operational, then use a 20 percent concealment miss opportunity.​

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