Fighter
Base Class: Fighter

You call upon the trapped ghosts of the Ethereal plane. Calling upon the spirits frees them from their purgatory and allows them to make amends for the actions of their living selves. 

Herald's Call

3rd-level Herald of the Ethereal feature

You are connected to the Ethereal plane either through an object or lineage. Your abilities are represented by your Spirit Energy dice, which are a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various herald abilities you have, which are detailed below.

Some of your abilities expend the Spirit Energy die they use, as specified in the abilities description, and you can’t use an ability if it requires you to use a die when your dice are all expended. You regain all your expended Spirit Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Spirit Energy die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Spirit Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The abilities below use your Spirit Energy dice.

Spirit Shroud. As a bonus action you spend a Spirit Energy die to summon forth a shroud of spirits. This adds your Wisdom modifier to your AC until your next turn, if you are hit and take damage during this time, you roll the die, and reduce the damage taken by the number rolled.

Wraith Strike. Your weapons are an extension of the ethereal plane in which you call to arms. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Spirit Energy die, rolling it and dealing your choice of: cold, necrotic, or force damage to the target equal to the number rolled plus your Wisdom modifier.

Ethereal Shift. As a bonus action or a reaction you may call upon the Ethereal plane to shift you to a different place within 15 ft of your starting position. If used as a reaction this negates an attack, and movement in this way does not trigger attacks of opportunity. Once you take this action, you can’t do so again until you finish a short or long rest, unless you expend a Spirit Energy die to take it again.

Ethereal Caller

7th-level Herald of the Ethereal feature

You have mastered new ways to use your Herald's Call abilities, detailed below.

Possession. As a bonus action, you can send a ghost into a creature. The target must make a Charisma saving throw against a DC equal to 8 + your proficiency bonus + your Wisdom modifier. If the save fails, the target becomes stunned. They may attempt to free themselves of the spirit every turn. Once you take this bonus action, you can’t do so again until you finish a short or long rest, unless you expend a Spirit Energy die to take it again.

Life Drain. When you deal damage to a target with your Wraith Strike, you may spend up to additional three Spirit Energy die in extra damage. The target must succeed on a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Wisdom modifier, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. 

Duel Nature

10th-level Herald of the Ethereal feature

Your connection to the ethereal plane has strengthened you. You may select a resistance from: cold, necrotic, and poison. Moreover, if you start your turn charmed or frightened, you can expend a Spirit Energy die and end every effect on yourself subjecting you to those conditions.

Resistance: Cold

You gain resistance to Cold.

Resistance: Necrotic

You gain resistance to Necrotic.

Resistance: Poison

You gain resistance to Poison.

Untethered

15th-level Herald of the Ethereal feature

As a bonus action you can untether yourself, shifting into the ethereal plane. You must concentrate on this effect as if it is a spell, and may do so up to an hour. If you attack a creature on the material plane you are pulled back to the material plane and must use another bonus action to shift back to the ethereal. While in the ethereal you have darkvision out to 60ft and your speed is 40ft. 

Once you take this bonus action, and lose your concentration, you can’t do so again until you finish a long rest, unless you expend a Spirit Energy die to take it again.

Master Herald

18th-level Herald of the Ethereal feature

Your command of spirits is matched by few. You may choose an additional resistance from the Duel Nature feature. You can cast the dispel evil and good spell, requiring no components, and your spellcasting ability for the spell is Wisdom. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.

Once you cast the spell with this feature, you can’t do so again until you finish a long rest, unless you expend a Spirit Energy die to cast it again.

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