Base Class: Fighter
You learn to extend the battlefield to dimensions beyond the normal four, taking advantage of your extra-dimensional mobility to confound and distract your enemies away from your allies.
Skirmisher’s Mark
Starting at 3rd level you can harry foes that hurt your allies, hoping to draw their attention.
When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn.
This mark ends early if you are incapacitated, die or if someone else marks the creature in this manner.
If a creature marked by you deals damage to anyone other than you, you can use your reaction to make a weapon attack against the marked creature.
Phasing
Starting at 3rd level, you can augment your skirmishing tactics by hovering at the edge of the ethereal plane.
You can use a bonus action to begin Phasing, which lasts until the start of your next turn. It ends early if you are incapacitated.
While Phasing you gain the following benefits:
- Whenever you hit with a weapon attack, you can choose to deal Force damage instead of the weapon's normal damage type.*
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Ranged weapon attacks with thrown weapons deal an additional 1d6 force damage.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
When you gain this feature, you choose a Phasing Style,
Each Phasing Style grants a constant benefit and additional benefits while Phasing.
*does not affect additional damage that is not the same as the weapon's damage type.
Examples of additional damage that can be converted to force:
- the additional 1d6 from Hunter's Mark
- the additional 1d4 from Enlarge
Examples of additional damage that cannot be converted to force:
- the additional 2d6 fire damage from a Flame Tongue weapon
- the additional 1d8 thunder damage from Booming Blade
Phasing Style
Choose one of the following Phasing Styles:
You gain an additional Phasing Style at 10th level.
Distant Strike
Prerequisite: 10th level
You gain the following benefits:
When you make a weapon attack on your turn, you can teleport up to 10 feet to an unoccupied space you can see before the attack.
You can use this feature a maximum of 3 times per turn.
Ethereal Aim
You gain the following benefits:
When you hit a creature marked by you with a ranged weapon attack, you can extend the duration of the mark on that creature until the end of your next turn.
While Phasing, you gain the following additional benefits:
- Once before the end of your turn, when you make a ranged weapon attack, you can mark the target of your attack until the end of your next turn.
- You can move up to 5 feet before or after the attack granted by your Skirmisher’s Mark without provoking Opportunity Attacks.
Ethereal Trajectory
Prerequisite: 10th level
You gain the following benefits:
Once per turn, when you hit an enemy you can see within 30 feet of you with a weapon attack, you can teleport to the nearest unoccupied space adjacent to the target.
Fading Target
Prerequisite: 10th level
You gain the following benefits:
Once per turn, when a creature hits you with an attack, you can teleport up to 10 feet to an unoccupied space you can see.
Fleet Phasing
You gain the following benefits:
- You can begin Phasing as a free action on your turn.
- When you make a weapon attack using a bonus action or attempt to Shove using a bonus action you can mark the target of the attack or Shove until the end of your next turn.
While Phasing, you gain the following additional benefits:
- You ignore difficult terrain.
- Your walking speed increases by 10 feet.
Mocking Phantom
You gain the following benefits:
When you take the Dodge action, you can mark any number of creatures within 30 feet of you until the end of your next turn.
While phasing you gain the following additional benefits:
- Opportunity Attacks made against you have disadvantage.
- You can move up to 10 feet before or after the attack granted by your Skirmisher's Mark.
Planar Attunement
At 7th level, you learn to work the fabric of the Ethereal Plane.
You gain one of the following features of your choice.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Ethereal Rift
As a bonus action, you can create an invisible and immobile rift within 5 feet of you. The rift can have any shape and orientation you choose but cannot be longer than 2 feet on a side.
The rift bridges the distance between that space and any point within 30 feet of it that you can see or specify by distance and direction (such as “30 feet straight up”).
While next to the rift, you can see through it and are considered to be next to the destination as well, and anything you put through the rift (including a portion of your body) emerges at the destination.
Only you can use the rift, and it lasts until the end of your next turn.
This feature is blocked by a Wall of Force or similar effect
Ethereal Sight
As a bonus action, you can cast the Arcane Eye spell with this feature, without expending a spell slot or requiring material components.
When you cast Arcane Eye in this manner it has a duration of 1 minute and the eye can see into the ethereal plane out to a distance of 30 feet.
This feature is blocked by a Wall of Force or similar effect.
Ethereal Step
As a bonus action, you can cast the etherealness spell with this feature without expending a spell slot, but the spell ends at the end of the current turn.
Improved Phasing
At 10th level you gain another Phasing Style.*
Additionally, when you complete a short rest and have no uses of Phasing remaining, you regain one use.
*If you choose both Ethereal Aim and Mocking Phantom, when your Skirmisher's Mark is triggered you can choose to Move 10 feet before the attack and move 5 feet without provoking Opportunity Attacks after the attack, or the other way around. You cannot use both forms of movement before or after the attack.
Ethereal Mark
At 15th level, you can draw energy from the planes to thwart enemies you have marked.
You gain one of the following features of your choice.
Inescapable Mark
When you apply your Skirmisher's Mark to a creature, you can choose to make it an Inescapable Mark.
An Inescapable Mark lasts for 1 minute or until you mark another creature with an Inescapable Mark.
A Creature under the effect of your Inescapable Mark cannot become hidden from you, and your attacks against that creature ignore half cover, three-quarters cover, concealment and total concealment.
Taunting Mark
When you hit a creature marked by you with a weapon attack, that creature has disadvantage on the next attack roll it makes against a creature other than you before the end of its next turn.
Wrenching Mark
When you hit a creature with the attack granted by your Skirmisher's Mark, you can pull or push that creature 10 feet.
Horizon Dancer
At 18th level you learn to skip across the battlefield like a stone over water, and can use the ripples you cause to empower your attacks.
While Phasing your weapon attacks deal an additional 1d6 force damage.
Additionally you gain one of the following features of your choice.
Some of these features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Horizon Dancer save DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice)
Ethereal Overwatch
Prerequisite: Phasing Style - Ethereal Aim
You learn to thwart the attacks of marked enemies with a forceful shot or throw of your weapon.
Once per use of Phasing, if you or an ally within the normal range of your weapon are hit by an attack, you can roll 1d8 and add it to the targets AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.
You must be wielding a ranged weapon or a melee weapon with the thrown property to use this feature.
Ethereal Undertow
Prerequisite: Phasing Style - Ethereal Trajectory
When you use Ethereal Trajectory while Phasing, you can teleport to any unoccupied space adjacent to the target.
Alternatively you can attempt to teleport the target, forcing it to make a Wisdom saving throw.
On a failed save the target is teleported to the nearest unoccupied space adjacent to you, or you can choose for you and the target to teleport into each others spaces.
On a successful save you can teleport to any unoccupied space adjacent to the target as normal.
Horizon Strike
Prerequisite: Phasing Style - Distant Strike
You gain the following benefits:
- While you are Phasing, you can teleport before any number of attacks, and you can teleport before your weapon attacks on other creatures' turns.
- If, while you are Phasing, you attack at least three different creatures on your turn, you can make an additional weapon attack against a fourth creature.
Merciless Vigil
Prerequisites: Phasing Style - Mocking Phantom
While you are Phasing, If you mark one or more enemies by taking the Dodge action, you gain a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an attack granted by your Skirmisher's Mark, and you can’t use it on the same turn that you take your normal reaction.
Misty Gate
Once while Phasing, you can teleport up to 30 feet to an unoccupied space you can see.
When you do you can cast the Arcane Gate spell without requiring a spell slot. The portals created by the spell appear where you began and ended your teleport.
This casting of Arcane Gate has the following special properties:
- It does not require concentration.
- Its duration is 1 minute.
- You cannot rotate the portals.
Phase Run
Prerequisites: Phasing Style - Fleet Phasing
While Phasing you gain the following benefits:
- Your walking speed increases by an additional 10 feet.
- Your jump distance is tripled.
- You can move along vertical surfaces and across liquids on your turn without falling during your move.
- When falling you descend at a rate of 60 feet per round and can land safely without taking fall damage.
Spectral Backdraft
Prerequisites: Phasing Style - Fading Target
When you use Fading Target while Phasing, you can retaliate with a blast of force when you teleport.
When you do, each creature within 10 feet of the space you left must make a Constitution saving throw, taking 2d6 force damage on a failed save or half as much damage on a successful one.
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