Base Class: Sorcerer
Never keeping one true home, you have found yourself more often than not within planes foreign to you, traversing the Ethereal as you jump between worlds. This prolonged exposure to the forces of etherealness has transformed you. Even finding residence in one decided plane, you maintain this ethereal connection, providing you with innate powers allowing you command of planes and demiplanes alike.
Ethereal Magic
You learn additional spells when you reach certain levels in this class, as shown on the Ethereal 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 a conjuration or an illusion spell from the sorcerer, warlock, or wizard spell list.
Ethereal Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | fog cloud, unseen servant |
| 3rd | blur, rope trick |
| 5th | blink, sending |
| 7th | banishment, greater invisibility |
| 9th | contact other plane, teleportation circle |
In addition, you can consult the Ethereal Essence table and choose or randomly determine a way your connection to the Ethereal Plane manifests in your appearance.
Ethereal Essence
| D6 | ESSENCE |
|---|---|
| 1 | You are surrounded in wispy multi-coloured swirling mists. |
| 2 | Your very being appears to glitch on occasion giving a split colour effect. |
| 3 | Your skin swirls in spiralling white patterns. |
| 4 | Your eyes are entirely white. |
| 5 | Your body is split into patchwork-like sections each appearing as if affected by a different colour filter. |
| 6 | You appear almost translucent. |
Unstable Presence
Starting at 1st level, you can cause you connection to your current plane to falter momentarily. When a creature you can see hits you with an unarmed strike or weapon attack against you, you can use your reaction to hack your physical presence causing the attack to miss and pass through you instead as you blip out of existence in that instant. If it is a ranged attack, the attack moves through your space hitting the next creature or object in its path. If it is a melee attack, the attacker instead hits a randomly chosen creature other than you or itself within range. You can use this ability after knowing the attack roll but before the damage is rolled.
You must complete a long rest before you can use this feature again.
Plane Bound
By 6th level, your command of planar travel manifests in your magic. When you hit a creature with a spell attack or a creature fails a save against an effect from your spell, you can spend 1 sorcery point to choose one target and force the target to make a Charisma saving throw against your sorcerer spell save DC. On a failed save, the creature takes 2d4 additional force damage, increasing by 1d4 for each spell level above first and the creature cannot willingly travel between planes for 24 hours. On a successful save the creature takes half as much force damage.
At higher levels the additional damage die becomes a d6 when your Ethereal Sight is active and a d8 when in your Phase Form.
Ethereal Sight
At 14th level, your connection with the Ethereal is constant. You can see into the Ethereal Plane within 60ft. of you. As an action you can gain truesight for 1 minute. You can use this action a number of times equal to your charisma modifier per long rest.
Phasing Form
Beginning at 18th level, you can willingly phase between the Ethereal and whatever plane you are on - not quite being corporeal on either. As a bonus action on your turn you can spend 5 sorcery points and activate your Phasing Form. For the duration you are in your Phasing Form you count as being on both your current plane and the Ethereal Plane but gain the following traits:
- You can pass through a space currently inhabited by another creature or by solid objects. Each space you pass through in this way costs you double movement and if you start your turn in the same space as another creature or object you are moved to the nearest open space and take force damage equal to twice the number of feet you are moved.
- You do not provoke opportunity attacks when you are moving unless the attacker is in the Ethereal Plane. You can still be targeted by other types of attack from both the Ethereal and whatever plane you are on.
- Creatures that aren't on the Ethereal Plane have disadvantage on all attack rolls against you.
- You do not need ground to walk on nor are you restricted by gravity. You cannot take fall damage.
- When casting a spell with an area of effect you choose which plane the effect is on.
This effect ends after 10 minutes, if you fall unconscious or if you end it as a bonus action on your turn.
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