BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Ether Knight

An encounter with a being that emerged from the Ethereal Plane—perhaps a ghost, night hag, or phase spider—changed you forever. You may have been drawn into the Border Ethereal itself or touched an object or creature imbued with its energies. Whatever the cause, you can now enhance your martial prowess with a limited ability to cross such planar borders yourself. Against beings that can hide in the Ethereal Plane, your ability to step over and battle such creatures (if only briefly) can be the difference between victory and defeat.

Ghostly Step

Once you choose this archetype at 3rd level, when you move during your turn, you can move through the border regions of the Ethereal Plane for all or some of that movement, in the area where it overlaps with your current plane. You return from the Border Ethereal whenever you choose to do so, or when your turn ends, but once you return, you can’t use this feature to move through the Border Ethereal again until your next turn.   Though other ethereal creatures can effectively fly, your mind is still attuned to the rules of your home plane, so you move along the ground or another solid or liquid surface in the plane you originated from.   Otherwise, this movement works as if you were under the effects of an etherealness spell, allowing you to move through objects you perceive on the plane you originated from, though you cannot pass through the the surface you are effectively standing on.   Once this effect ends, you immediately return to the plane you originated from in the spot you currently occupy. When this happens, if you occupy the same spot as a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.   You cannot use this feature while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.   You can use this feature to move through the Border Ethereal a number of times equal to your proficiency bonus, regaining expended uses when you finish a short or long rest.

Ethereal Strike

At 3rd level, you can use a bonus action to harvest extraplanar energies. When you do so, until the beginning of your next turn, you deal an extra 1d4 force damage whenever you hit with an attack roll. The die you roll for this extra force damage changes when you reach certain levels in this class, becoming a d6 at 5th level, a d8 at 10th level, a d10 at 16th level, and a d12 at 20th level.   You can use your bonus action to activate this feature a number of times equal to your Intelligence modifier (a minimum of once), regaining expended uses when you finish a short or long rest, or when you move from one plane to another (such as when you use your Ghostly Step).

Student Of The Planes

By 7th level, you have studied planar lore to increase your understanding of the Ethereal Plane. You gain proficiency in the Arcana and Religion skills, and you can see into the Ethereal Plane out to a range of 60 feet.   Everything there looks gray and insubstantial. In addition, when you use your Ethereal Step feature to move through the Ethereal Plane, you no longer need to move along a surface; you can move any direction you wish. If you move up or down, every foot of movement costs an extra foot. If you are not on a surface that can support your weight when you leave the Border Ethereal, you fall unless you have another means of staying aloft.

Living Ether

Starting at 10th level, your body is infused with Ethereal Plane energies you can draw on at all times to achieve uncanny effects. You gain a flying speed of 10 feet, and you can hover. In addition, when a creature hits you with an attack roll, you can use your reaction to force that creature to reroll its attack roll. It must use the second roll. When an attack misses as a result of this feature, it passes right through you, due to your having become incorporeal for a split second.   In addition, you can use the bonus action to deal the extra force damage from your Ethereal Strike feature whenever you wish, instead of when you enter or leave the Border Ethereal.

Border Walker

Starting at 15th level, when you roll initiative and have no uses of your Ghostly Step feature remaining, you regain one use of that feature.   In addition, you can cast the etherealness spell once without using a spell slot or any components, regaining the ability to do so whenever you finish a long rest. Intelligence is your spellcasting ability for this spell, and you cast it as if using an 8th level spell slot.

Shunt Damage

At 18th level, your mastery of planar lore allows you to reduce damage you take, shunting part of the force behind that damage into the Border Ethereal. When you take damage, you can use your reaction to reduce that damage by an amount equal to 1d10 + your Intelligence modifier (minimum 1).   You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Comments

Please Login in order to comment!