Barbarian
Base Class: Barbarian

Thrumming in your veins is the miasma of magic that binds the planes together. Like banshees, hags, ghouls and teleportation circles, you have learned through pure might to control the space between worlds. No obstacle can bar your path, no enemy can pin you down. You are ceaseless and unyielding as the primal force of magic you wield.

Wispy Form

Your Path grants your body an intangible aspect of the Ethereal. While raging you have advantage on checks to avoid the Grappled and Restrained conditions. Additionally, you can move through the spaces of hostile creatures but treat the occupied space as difficult terrain. You must end your turn in an unoccupied space. 

Ghost Vision

Starting at 3rd level, while you're raging you gain the ability to see up to 30 ft. into the Ethereal Plane. Creatures that are under the effects of the Blink spell or a similar ability are visible to you within the range of your sight, and you have the ability to make unarmed strikes against any creature moving through the Ethereal Plane. 

Additionally, you add Investigation to the list of skills affected by your Barbarian Primal Knowledge feature. 

Conjurer's Strikes

At 6th Level, you gain the ability to cloak your weapon in the Near Ethereal. When you make a Reckless Attack, you can choose to replace the normal weapon damage type with Force Damage. 

Harness the Threshold

Starting at 10th Level, when you enter your Rage you gain resistance to your choice of Radiant or Necrotic damage and can choose one of the following additional features that lasts for its duration:

  • You are under the effects of the Blink spell. You can choose to end this effect early on your turn. 
  • Once per turn, you can become intangible for 15 ft. of your normal movement. You must end your movement in an empty space or be shunted to the nearest unoccupied space and take 1d8 Force damage for every 5 ft. you are moved through.
  • You ignore the effects of difficult terrain. 

Into the Rift

At 14th Level you gain the ability to drag your enemies into the Ethereal with you. Once per Short Rest, when you hit a creature one size larger than you or smaller, you can force them to make a Charisma saving throw equal to 8 + your proficiency bonus + the ability modifier you used to make the attack. On a success, nothing happens. On a failure, you deal an extra 5d6 force damage and push the creature 20 ft. into the Ethereal Plane where it remains trapped for 1 minute. During this time, the creature cannot physically interact with any creatures other than you that are not on its same plane. The creature can repeat this saving throw at the end of each of its turns to reappear on the material in its current position.  

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