Base Class: Fighter
Ethereal Fighters have learned to perceive and interact with the currents of the Ethereal Plane without relying on spellcasting. Through intense training, instinct, and an unusual connection to the space between planes, they draw upon ethereal energy to push their physical abilities beyond ordinary limits.
An Ethereal Fighter can accelerate their movement, bind weapons to their own ethereal presence, and shift through the edges of reality to evade attacks and harmful effects. As their mastery grows, they become increasingly difficult to strike or restrain, until they can ultimately manifest an ethereal duplicate that mirrors their movements and actions simultaneously.
These abilities aren't spells. An Ethereal Fighter doesn't shape the Weave or invoke magical formulas; instead, they manipulate the movement, distance, and presence of their own body through the properties of the Ethereal Plane.
Level 3: Ethereal Energy Reserves
Starting at 3rd level, you can draw upon a reserve of ethereal energy to perform extraordinary physical feats.
You have a number of Ethereal Energy Reserves equal to your Proficiency Bonus. Whenever one of your subclass features requires you to expend an Ethereal Energy Reserve, you expend one use of this resource.
You regain all expended Ethereal Energy Reserves when you finish a Long Rest
Level 3: Ethereal Acceleration
Starting at 3rd level, you can channel ethereal energy through your body to move with extraordinary speed.
As an Action, you can expend 1 Ethereal Energy Reserve. For the next 3 rounds (18 seconds), each of your movement speeds is doubled.
This applies to all movement speeds you possess, including your walking, climbing, swimming, or flying speed.
Level 7: Ethereal Weapon
Starting at 7th level, you can bind a weapon to your ethereal presence. You perform a 1-hour bonding process with a weapon, which can be completed during a Short or Long Rest. The weapon must remain within your reach throughout this process.
Once a weapon is bound to you, you can't be disarmed of it unless you have the Incapacitated condition.
In addition, while your bonded weapon is on the same plane of existence as you, you can use a Bonus Action to call it to your hand. The weapon briefly passes through the Ethereal Plane before reappearing in your grasp.
You can have up to two bonded weapons at a time, but you can call only one weapon to your hand with each Bonus Action. If you bond a third weapon, you must end your bond with one of the other two.
This feature isn't a spell and doesn't require spellcasting.
Level 10: Ethereal Slip
Starting at 10th level, you can use the currents of the Ethereal Plane to shift your position for the briefest moment, allowing attacks to pass through the space you occupied an instant before.
When you are hit by an attack roll, you can use your Reaction and expend 1 Ethereal Energy Reserve to increase your AC against that attack by an amount equal to your Proficiency Bonus.
If this increase causes the attack roll to no longer meet your AC, the attack misses you instead.
You can use this feature against any attack roll, including melee attacks, ranged attacks, and spell attacks.
Level 15: Ethereal Evasion
Starting at 15th level, your command of the Ethereal Plane allows you to slip partially beyond the reach of harmful effects.
When you make a saving throw against an effect that can deal damage to you, you can use your Reaction and expend 1 Ethereal Energy Reserve to gain Advantage on the saving throw.
If you succeed on the saving throw and would normally take half damage on a successful save, you instead take no damage.
This feature affects only saving throws against effects that can deal damage. Any other consequences of the triggering effect are resolved normally.
Level 18: Ethereal Echo
Starting at 18th level, you can manifest a perfect ethereal reflection of yourself.
As an Action, you can expend 2 Ethereal Energy Reserves to create an Ethereal Echo. The echo appears in your space and remains superimposed upon you for 30 seconds (5 rounds).
The echo simultaneously mirrors your movements and active actions. It can't be targeted, damaged, moved independently, or affected separately from you.
Whenever you hit a creature with an attack, the Ethereal Echo automatically hits the same target with a mirrored attack. The echo deals only the attack's base damage dice, without adding your ability modifier or any other damage bonuses or additional damage effects.
For example, if you hit with a Longsword for 1d8 + Strength modifier, the echo deals an additional 1d8 damage.
The Ethereal Echo doesn't make its own attack roll and doesn't grant you additional Actions, Bonus Actions, or Reactions. It merely mirrors the actions you perform. It also doesn't duplicate the effects of your other Ethereal Fighter features or expend additional Ethereal Energy Reserves.
Maintaining the Ethereal Echo requires Concentration, as though concentrating on a spell. If your Concentration ends, the echo immediately disappears.
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