Base Class: Rogue
An accident or an unexpected event left you halfway between the world of the living and the dead, now your gift (or curse) is manifested guaranteeing you unique abilities.
Wandering Spirits are individuals who can not be considered alive or dead, are suspended in the middle and that makes them special, they are in fact able to vanish their body and remain in the material plane only with their spirit. With this power they are able to go through physical obstacles and cast spells of divine nature.
Spellcasting
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.
Cantrips
You learn three cantrips of your choice from the Cleric spell list. You learn another cleric cantrip of your choice at 10th level.
Spell Slots
The Placeholder Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Healing Word and have a 1st-level and a 2nd-level spell slot available, you can cast Healing Word using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level cleric spells of your choice.
The Spells Known column of the Placeholder Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your spirit manifestation. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Placeholder Spellcasting

Ethereal
Starting at 3rd level you get the ability to make your body disappear by living your spirit behind in the material plane. As a bonus action, for the next 10 minutes you can go through physical objects carrying with you everything you can wear or hold in your hand, during combat you can not end a round inside an obstacle. When you are completely inside a physical object you have disadvantage to Wisdom (perception) checks that use sight and have advantage to Dexterity (stealth) checks.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Beginning at 6th level, you can use Ethereal twice between rests, and beginning at 9th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Beginning at 12th level, you can use Ethereal at will.
Spectral Enlightenment
Starting at 9th level you spiritual manifestation grants you resistance against physical attacks and imbues your strikes with eldirtch energy. When you are Ethereal you gain resistance against slashing, piercing and bludgedoning damage and all your attacks deal Psychic damage.
Psychic Entropy
At 13th level you ignore psychic resistances and you deal 1d6 extra psychic damage whenever you deal psychic damage with an attack or spell.
Eldritch Aura
Beginning at 17th level, your soul emanates a menacing aura of eldritch energy in a 9-foot radius. Each enemy creature that starts or ends its turn in the aura must succeed on a Wisdom saving throw or become frightened of you untill the beginning of its next round.