Base Class: Rogue
The Ethereal Blade is a master of a special kind of arcane. They train their mind and body for the sole purpose of attacking quickly, and without mercy. The Ethereal wields spectral blades, conjuring forth daggers and swords of force energy to attack those who dare enter their reach, all the while blinking in and out of view of those who would call them enemy. Ghosts leave no trace of their existence, and neither do you.
Spectral Steel
When you choose this archetype at 3rd level, you connect to the ethereal plane that borders the material, granting you a new edge in combat. Whenever you take the attack action with a melee weapon on your turn, you can choose to instead attack with a spectral version of your weapon. This weapon uses the same damage dice as your currently wielded weapon and counts as magical for overcoming resistance. Your reach with this weapon increases to 15ft and deals force damage instead of slashing, piercing, or bludgeoning. Any magical bonuses dealt by the weapon still apply. (eg. a +1 flame tongue sword will still apply the fire damage and bonuses to attack and damage rolls)
Soul Fracture
At 3rd level, whenever you make a successful attack with your Spectral Steel ability, you cut loose a piece of your victims soul. Doing so creates a mote of soul essence that floats around you, fueling your soul tricks. These motes are only visible to you, and those with the ability to see into the ethereal plane.
Soul Tricks. You learn two soul tricks of your choice, which are detailed under "Soul Tricks" below. Many tricks enhance an attack in some way. you can only use one trick per attack.
You learn one additional trick of your choice at 9th, 13th, and 17th level. Each time you learn a new trick, you can also replace one trick you know with a different trick.
Soul Essence. You can have a maximum of four soul essence motes at a time, and they do not dissipate until expended or until you finish a long rest. Your maximum number of essence motes increases to five at 9th level, six at 13th, and seven at 17th level.
Trick save DC= 8 + your proficiency bonus + your Intelligence modifier
Soul Tricks
The Soul Tricks are displayed in alphabetical order
Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one soul essence and add 1d6 to the roll, provided you aren’t incapacitated
Bait and Switch
When you’re within 5 feet of a creature on your turn, you can expend one soul essence and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.
Roll 1d6. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Cyclone Slash
As an action on your turn, you can expend two soul essences to force all creatures within 5 feet of you to make a Dexterity saving throw or take 2d6 force damage
Dagger Storm
As an action on your turn you can spend one soul essence to make a ranged attack and fling a spectral dagger at an enemy within 60ft, dealing 1d4 force damage on a hit. You can choose to expand extra essences to summon an extra dagger per mote, allowing you to attack multiple targets. Sneak attack can be applied to only one of these attacks.
Disarming Attack
When you hit a creature with a weapon attack, you can expend one soul essence to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the 1d6 to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Evasive Footwork
When you move, you can expend one soul essence and add 1d6 to your AC until you stop moving
Feinting Attack
You can expend one soul essence and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn.
Ghostly Retreat
As a bonus action, after taking the attack action on your turn you can expend two soul essence to quickly blink away up to 15 feet without provoking attacks of opportunity.
Phantasmic Slash
As an action on your turn, you can expend one soul essence to create an area of phantom blades. Choose a point that you can see within 60ft of you, all creatures in a 10ft radius of that point must make a Dexterity saving throw or take 1d6 force damage, half on a successful save. You can increase the damage by expending more essence by 1d6 per essence. Sneak attack is not applied to this damage.
Phantom Recovery
As an action on your turn, you can absorb any number of soul essence to heal your wounds, healing 1d6+1 hit points per mote absorbed.
Soul Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one soul essence and add the 1d6 to the ability check.
Spectral Dash
Whenever a creature would attack you, you can use a reaction to expend three soul essence and subtract 1d6 from the attackers roll. If the target misses, you teleport up to 15 feet away in a trail of ether. If the attack still hits, you take the damage as normal before teleporting.
Trip Attack
When you hit a creature with a weapon attack, you can expend one soul essence to attempt to knock the target down. You add 1d6 to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Ether Step
Upon reaching 9th level, your connection to the ethereal has altered your movement on the material plane, Your movement speed increases by 10 feet, and you are no longer affected by non-magical difficult terrain.
Ghostly Chains
At 13th level, you know how to make an escape with style. As an action on your turn, you can spend a number of soul essence to target that many creatures of medium size or smaller within 60 feet of you. Each creature must make a Dexterity Saving Throw equal to your Soul Trick DC or become restrained by spectral chains for 1 minute. A creature can attempt to escape these chains with a successful Strength or Dexterity Saving Throw at the end of their turn. Once a creature has saved or failed against your chains, they cannot be affected again for 24 hours.
Extinction Blade
When you reach 17th level, you have mastered your connection to the ethereal plane, and know how to cause chaos. As an action on your turn, you can expend 5 soul essence you currently have to lash out from the ethereal plane. for 1 minute you act as if under the effect of the spell blink, but instead can travel up to 20 feet with each blink, and you always blink into the ethereal plane at the end of your turns. You are considered hidden against creatures who cannot see into the ethereal plane when you blink back onto the material plane. All successful attacks made while this effect is active will cut loose a mote of soul essence, regardless of whether you use Spectral Steel or not. Once you use this ability, you cannot do so again until you finish a long rest.
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