Fighter
Base Class: Fighter

Warriors who have learned to become aware of the ethereal realm, and harness magic to briefly enter it. Whether it be to move without notice, gain surprise attacks on foes, dodge attacks, or numerous other uses, realm steppers specialize in quick stealthy movements, and overwhelming enemies in battle.

Ethereal Points

When you choose this archetype at 3rd level, you gain Ethereal Points. Your max amount of Ethereal Points is equal to your Proficiency Bonus +1. These points are expended by features of this class. You regain all of your expended Ethereal Points when you finish a long rest.

When you use the Second Wind feature, you regain 2 expended Ethereal Points. At the 7th level, you regain 4 instead.

At 3rd level, as a bonus action, you can expend 1 Ethereal Point to enter the Ethereal Plane for a few seconds to disorient enemies. For the rest of the turn, opportunity attacks cannot be made against you, and you can add 1d4 to attack rolls. At level 10, you add 1d6 instead. 

Dimension Dip

At 7th level, as an action, you can expend 2 Ethereal Points to vanish from your current plane of existence and appear in the Ethereal Plane. You can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.

You remain in the Ethereal plane until the end of your next turn, or you can use a bonus action to exit it prematurely. If you would return to your original plane in another creature or object’s space, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near).

If you make an attack immediately after exiting the Ethereal Plane, you have advantage on the attack.

Ethereal Acclimatization

At 7th level, you have grown accustomed to the Ethereal Plane, and know how to handle yourself inside it with ease. While in the Ethereal Plane, your movement speed increases by 10 ft, and if you’re able to see from it into another plane, you can see an additional 30 ft in that other plane.

Rapid Transfer

At 10th level, when you would be hit by an attack, as your reaction, you can expend 2 Ethereal Points to attempt to quickly enter the Ethereal Plane. Make a Dexterity Saving Throw, with the DC equal to the attack roll of the attack minus your Dexterity Modifier. If you succeed, The attack misses.

Ethereal Mastery

At 15th level, you have mastered use of the Ethereal Plane. You can see 60 ft. into the Ethereal Plane, in shades of gray. Additionally, when you use your Dimension Dip Feature, you can expend 1 extra Ethereal Point to stay within the Ethereal Plane for up to a minute.

Superposition

At 18th level, While you are in the Ethereal Plane, if an enemy outside of the ethereal plane moves or takes an action within a radius of you equal to your movement speed, you can use your reaction to expend 3 Ethereal Points to move to a location within the radius and within attack range of the enemy, leave the Ethereal Plane, and make an opportunity attack with advantage against them.

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