Base Class: Rogue
Use the Ether and others lack of reach into it too get around and stay untouchable.
Ethereal Blink
When you choose this archetype at 3rd level, you may slip into the Ethereal Border at will. Every 5-6 seconds you are forced back into the plane you came from.
When you blink it leaves a spectral remnant of you for a few moments. Creatures can target the remnant and use the opportunity attack reaction on it. The attack roll is against your “spell” save DC. If hit you will leave the Ether almost immediately after entering.
Stay Within
Starting at 3rd level, when you use the Hide action while in the Ethereal Plane, you no longer reveal yourself to those outside of it. You may stay in this state for PB minutes and your time resets on a long rest.
Ethereal Backlash
Starting at 9th level, if a creature hits your remnant you may use your reaction to cause them to enter the Ethereal Border in your stead. The creature must make a Wisdom save against your Plane Save DC or be transitioned into the Ethereal Border. You may use this reaction a number of times equal to your Proficiency Bonus. Creatures entering the ether this way are affected by weight that slows them, all surfaces are difficult terrain while within the Ether. The creature makes a Wisdom save against your Plane Save DC at the end of their turn, if they succeed they will be forced out of the Ethereal Border.
You also gain 10ft of Truesight.
Pulling Ether
By 13th level, you gain the Ethereal Pull action. A creature affected by it must make a Wisdom saving throw against your Plane Save DC, or they will be brought into the border ether. Creatures entering the ether this way are affected by weight that slows them, all surfaces are difficult terrain while within the Ether.
Our Realm
When you reach 17th level, when you pull a creature into the Ethereal Plane you may choose one of the following effects:
- Your speed is doubled, you gain a +2
bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
- Your target's speed is halved, it takes a -2
penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20
. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
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