Homebrew Ethereal Walkers Species Details

FORCED PHYSICALITY

Ethereal Walkers are beings cast from the Etheral Plane into the Material plane, where they are given physical form, resembling ghostly drows. Hailing from the Deep Ethereal, within the Ethereal Plane, few wanders the Border Ethereal in a search only known to them. Unknown causes, perhaps the, percieved, failed summoning spell of a wizard forced them to the Material Plane where their body took physical form in order to sustain themselves, since they lost access to their Primal Ethereal Energies.

 

GHASTLY APPEARANCES

The Walkers resemble drows, only their hair, eyes, lips and palms are glowing faintly in ethereal colours, ranging from turqoise to lavender. Their skin is in dark tones, often ranging from black to ashen-gray. A few exceptions do exist, with their skin being pale as snow. Ranging between 6-8 feet, Walkers are tall and slender beings. Originating from a province where things such as weight have no influence, they're often surprised by their own weight when in physical form. They weigh between 150-190 lbs.


ATTITUDES AND PHILOSOPHIES

Being originally in a constant ethereal state, concepts such as food, drink and sleep are unfamiliar to the Walkers. When drawn to the Material plane, most die due to this; they simply don't know that they need to eat and drink to survive. Those few that do survive, however, rise to become wanderers of the world, exploring all nooks and crannies they find. Mundane things such as a name is nothing they do; the Walkers believe that an incredible power lies in words and names, and if an enemy used their name they would be able to excert incredible control over them. They therefore regards names as a high honor, but a risk nonetheless.

In the Deep Ethereal, the societies of Walkers also focused on the character of each individual, along with Intelligence. The leaders of each society were usually the smartest amongst them, which meant that each year, a set of mindgames were held, to truly find the smartest one. This also came to expression through their games of combat, as they weighed finesse, technique and exploitation of weak points over rage, strength and brutality.

 

BOUND ONES 

It is not common knowledge that the Ethereal Walkers even exist, and those that do know that they some times come in a physical form; they mostly think it is a fairytale or never live long enough to see one. The Ethereal Walkers are well aware that other planes and races exist though, they do not seek contact however. They pity the other races and planes, being bound in a physical, vulnerable form. This tends to come to expression through a feeling of superiority, in the physical walkers, that is not always justified.

 

NAMES

Being given no names in their societies, most Walkers, who find themselves physical, take names by items, feats, characteristics they like. Sometimes groups of friends also name them, which they find to be a high honor. Walkers do not easily, once given a name, tell others what it is, if they´re unfamiliar.

Ethereal Walkers Traits

Ethereal Walkers all share common traits as a result of their origin from the Deep Ethereal Plane.

Ability Score Increases

You get +2 to your Intelligence and +1 to your Charisma

Age

Ethereal Walkers live forever in their ethereal form. The ones pushed out and forced in to physical form usually live up to 200 years, as their ties to their former plane still rests within them

Size

Your size is medium. You're between 6-8 feet tall and weigh between 150-190 lbs.

Languages

You speak common and Death's Speech.

Death's Speech has no script and is spoken in a fluent way so that it sounds like a song. Many confuse Death's Speech for a mourning song. Death's Speech is spoken only by the god Ptah, inhabitant of the Ethereal Plane, Ethereal Walkers and all other creatures originating from that plane. 

Speed

You have a base walking speed of 30 feet. At 5th level, you can float through the air in a similar fashion to in the Ethereal Plane. Your flying speed is 10 feet.

Alignment

Ethereal Walkers can be aligned in any way; they tend to interpret the world they're thrown in to individually and align after their opinions

Ethereal Flicker

Your ties to the Ethereal Plane shows, even in your physical body. Once per combat, you can, as a reaction, flicker during combat. The flicker turns your entire body, and anything you're carrying, ethereal and causes any physical object to pass through without dealing any damage. This flicker only works with physical items, such as a sword, arrow, dagger or other, passing through you. Roll a d20, roll 11 or higher to succed on flickering. At the 6th level, this becomes 8 instead of 11, and at the 12th level it becomes 6, instead of 8.

If the attack made against you is of magical nature, such as Magic Missiles, Burning Hands or other, you must roll 14 or higer, to succed on flickering. At the 6th level, this becomes 11 instead of 14, and at the 12th level, this becomes 8 instead of 11.

Planar shift

You can shift in to the border ethereal again, allowing you to pass through any obstacle which is not:

A) Sealed with magic

B) Made of lead or gold

Passing through an obstacle, will count as difficult terrain due to the veil of the planes being so transparent.

While in the ethereal plane you can see the plane from which you came, including objects, creatures and other. You cannot hear them. While in the ethereal plane, creatures from the plane you came from cannot see you, but they can hear you, as faint whispers accompany you when you shift. you can move 300 feet in the Ethereal Border before you're forced out. You can do this 3 times before you must finish a long rest to regain charges

Forceful Blink

At 2nd level, you can forcefully leap through the Ethereal plane, to an unoccupied space 10 feet away. Any creatures between you and your exitpoint must make a constitution savingthrow or take 3d10 force damage and be knocked prone. A succesful savingthrow ensures a creature only takes half damage and is not knocked prone

Previous Versions

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