Base Class: Sorcerer
Ghostwalkers are beings split between two words: the corporeal world of the living and the border ethereal superimposed over it. As a ghostwalker your soul has been drawn between the two planes, perhaps from drawing lineage from some sort of ethereal being, or maybe resulting from some sort of arcane mishap. In any case, you are constantly flitting between these two world uncontrollably, and the only way to gain control over it is to increase in power, eventually gaining the ability to phase through solid walls and transport yourself to the ethereal plane at will.
Note for players and dungeon masters: Many features and spells available to the Ghostwalker only function while on a plane that borders the ethereal - and thus won’t work in planes that don’t, such as the outer planes. Players, you may want to consult with your DM as to whether this subclass is appropriate for your game. DMs, if you are running a game set in the outer planes you may consider creating some sort of ethereal equivalent or simply allowing the abilities to work regardless of location - as the lack of an ethereal plane in the outer planes is more of a lore-based detail than one for balancing mechanics.
Ethereal Magic
1st-level Ghostwalker feature
You learn additional spells when you reach certain levels in this class, as shown on the Ethe real Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a conjuration spell from the sorcerer, warlock, or wizard spell list. You may not replace the blink or etherealness spells in this way.
Ethereal Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | mage armor, silent image |
| 3rd | invisibility, misty step |
| 5th | blink, phantom steed |
| 7th | arcane eye, freedom of movement |
| 9th | antilife shell, passwall |
| 13th | etherealness |
Ethereal Shift
1st-level Ghostwalker feature
When you choose this origin at level 1, your body begins to shift back and forth between the material and ethereal planes, and you can use your momentary absence defensively. When you take damage of any type other than force from an attack or spell, you can use your reaction to become resistant to that instance of damage.
If you are on a plane that lacks a border ethereal (such as one of the outer planes), you cannot use this reaction, as there is no bordering plane to shift to.
You can use this reaction a number of times equal to your charisma modifier, and regain all uses on a long rest.
Blink Master
6th-level Ghostwalker feature
When you cast the blink spell you can choose to do so by expending 3 sorcery points instead of expending a spell slot. When you cast Blink in this way, you have advantage or disadvantage (your choice) on the d20 roll to determine whether you blink, as you have gained some control over which plane you occupy.
Ethereal Banishment
6th-level Ghostwalker feature
Starting at 6th level, you gain the ability to temporarily trap a creature in the ethereal plane. As an action, choose one creature within 60ft of you. The target must make a charisma saving throw against your spell save DC. On a failure, they are banished to the etherial plane until the end of your next turn. While the creature is banished, it is incapacitated.
As a bonus action on subsequent turns, you can spend a sorcery point to prolong the banishment until the end of your next turn by spending 1 sorcery point.
When the creature reappears, it does so in the space it vanished from or the nearest unoccupied space.
The first time you use this ability successfully, you cannot use it again until you finish a long rest.
Phase Displacement
14th-level Ghostwalker feature
At 14th level you learn to shift your body to and from the ethereal plane at high frequencies, moving through space in small increments at a time.
As a bonus action, you begin to phase. While phasing, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
You remain phasing for 10 minutes or until you end the effect as a bonus action.
Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 3 sorcery points to use it again.
Being of Two Planes
18th-level Ghostwalker feature
When you cast etherealness, in addition to stepping into the ethereal plane yourself, you can target a number of willing creatures up to your charisma modifier (minimum of one extra creature) to also be affected by the spell. Other affected creatures can use their action to end the spell’s effect on them before the spell ends, but if you use your action to dismiss the spell, it ends on all affected creatures. .
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