Base Class: Ranger
Ethereal Voyager rangers use strange magics to jump short distances through the Ethereal plane to move around the battlefield, destroy enemies, and control the battlefield.
Ethereal Voyager Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Ethereal Voyager Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Ethereal Voyager Spells
| Ranger Level | Spell |
|---|---|
| 3rd | color spray |
| 5th | misty step |
| 9th | blink |
| 13th | dimension door |
| 17th | far step |
Ether Step
At 3rd level, you gain the ability to glide briefly through the ethereal plane to reposition for a better attack.
Once per turn when you before you make a melee attack or after you make a ranged attack you may teleport 15 feet in any direction.
Ethereal Rend
At 3rd level, your movements through the Ethereal Plane carries otherworldly momentum into your attacks.
The first time you creature you deal damage to each turn it takes an extra 1d6 of force damage. If you moved farther than 40 feet from where you started that turn the damage increases to 1d10.
The amount of dice increases at 12th level from 1d6 or 1d10 to 2d6 or 2d10.
Blink Strike
At 7th level, Your weapon attacks carry ethereal force that can warp you and your enemies.
When you hit a creature with a weapon attack you can use blink strike to do one of the following depending on the type of weapon used:
- When you hit a creature with a melee attack, before damage is dealt to the creature, you can choose a willing ally within 60 feet and you and the ally teleport to swap positions with each other
- When you hit a creature with a ranged attack, before damage is dealt to the creature, you can choose to teleport and swap positions with the hit creature.
After you teleport in this way the creature takes damage as normal.
This ability cannot be to teleport a non willing creature if the resulting teleport would put the creature not on solid ground.
You can use this ability a number of times per long rest equal to your wisdom modifier.
Otherworldly Jaunt
At 11th level, you can move through the ethereal plane in brief jumps to move around physical obstacles.
When you take the Dash action, you gain the ability to walk through solid objects until the end of your turn. Each foot of movement through a solid object costs 2 feet of speed. If you end your turn inside an object you are shunted to the nearest open space and take 1d6 force damage for each 5 feet you were pushed.
Extraplanar Duel
At 15th level, You can use your ties to the Ethereal plane to banish a creature and yourself to an invincible, extraplanar prison to fight one on one.
Once per long rest, when you damage a creature with a weapon attack, you can attempt to teleport you and the damaged creature to a deep and secluded prison in the Ethereal plane. The creature must make a Charisma saving throw against your Spell Save DC and on a failure you and the creature are teleported into a 30 feet cube of invincible energy in the Ethereal plane. The affected creature makes the saving throw at disadvantage if they have taken damage from Ethereal Rend this turn. After teleporting this way you gain a number of temporary hit points equal to twice your ranger level. You and the affected creature are unable to leave the cube of energy by any means until either of the creatures die, or you lose the temporary hit points gained from this ability.
Previous Versions
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10/3/2023 7:32:54 AM
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