Base Class: Fighter
You have trained for years, whether under another echo knight or with traditional texts, to harness some of the power of the Ethereal Plane. You can blink in and out of reality, weaving through battle with ease.
Ethereal Jaunt
Beginning when you choose this archetype at 3rd level, you have learned a basic way of moving into and out of the Ethereal Plane. When you are hit by an attack or must make a saving throw to resist a spell and are not surprised, you can use your reaction to roll a d20. On an 11 or higher, you vanish into the Ethereal Plane, causing the attack or spell to miss . You reappear in the space you left at the end of the triggering creature's turn. If the space you left is occupied, you are shunted to the nearest unoccupied space, taking 1d6 force damage for every 5 feet you travel in this way. You only expend a use of this feature if you successfully travel to the Ethereal Plane in this way.
You cannot use this ability if you are already on the Ethereal Plane.
You can use this ability a number of times equal to your Intelligence modifier (min 1) per short rest, and can expend one use of Action Surge or Indomitable to regain one spent use of this feature (no action required, but must be done on your turn).
Starting at 7th level, you can vanish on a roll of 14 or higher.
Blink
Starting at 7th level, you gain a limited ability to move into and out of the Ethereal Plane. As a bonus action on your turn, you can activate this ability, which lasts for 1 minute. While it is active, you roll a d20 at the end of each of your turns. On a roll of 11 or higher, you vanish from your current plane, appearing on the Ethereal Plane (you cannot use this ability if you are already on the Ethereal Plane). At the start of your next turn if you are still on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 20 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space. You can end this effect early as a bonus action.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 120 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you unless they have the ability to do so.
You can use this ability a number of times per short rest equal to your Intelligence modifier. This effect is not considered a spell for the purposes of Counterspell and other similar magic. While inside of an Antimagic Field, you cannot use this ability, but the time spent while it is suppressed does not count towards the duration.
You can also cast Find Familiar as an action at will, summoning a Blink Dog when you do so. The Blink Dog is friendly to you and your companions, and can communicate telepathically with you while you are on the same plane of existence, or while one of you is on the Ethereal Plane and the other is not. You can also speak Blink Dog fluently.
Ethereal Friend
You can cast Find Familiar as an action at will, requiring only somatic and verbal components. When you do, you summon a Blink Dog. The Blink Dog is friendly to you and your companions, and can communicate telepathically with you while you are on the same plane of existence, or while one of you is on the Ethereal Plane and the other is not. You can also speak, read, and write Blink Dog fluently.
Ethereal Sight
At 10th level, your jaunts into the Ethereal Plane have given you sight into it. While not on the Ethereal Plane, you can see into it out to a range of 120 feet. This allows you to see through darkness, both magical and nonmagical, within that range. In addition, while Blinded, you still have this sight, but the range is reduced to 60 feet.
In addition, you can store weapons in the Ethereal Plane. As a bonus action on your turn, you can transport a weapon or shield that you are holding into the Ethereal Plane. You can use a bonus action to summon any weapon or shield that you have stored to your hand. While on the Ethereal Plane, such as with the Etherealness spell, you can grab any item you have stored in this way on your turn (no action required). If you are in the Ethereal Plane due to the Blink spell or your Blink ability, you can grab one item before returning to your original plane at the start of your turn.
You cannot store or summon items in this way while you are on the Ethereal Plane, but any items that you drop while on the Ethereal Plane are treated as if you had stored them.
Improved Blink
Starting at 15th level, your connection to the Ethereal Plane has grown once again.
You are always under the effects of the Blink spell, and you can roll 2d20 when determining whether you blink or not at the end of your turn. You can end the effects of the spell or resume them as a bonus action. When you cast Blink using your Blink trait, you can target another creature within 5 feet of you instead of yourself with the spell.
You can use your Blink ability an unlimited number of times, it lasts until you disable it, and you can roll 2d20 when determining whether or not you blink at the end of each of your turns, choosing the result you want. In addition, you can grant one other willing creature these effects at the same time that you activate them on yourself, or as a bonus action. The effects last for 1 minute on that creature, and they can only roll 1d20 when determining whether or not they blink.
Only one creature can have this effect at a time; the effects end for a creature when 1 minute has passed or you give this ability to a different creature.
Ethereal Connection
At 18th level, you have become completely connected to the Ethereal Plane, and can move into and out of it with ease. You can cast the Etherealness spell at will, without requiring verbal or somatic components. In addition, when using your Blink you can choose whether or not to vanish, rather than rolling 2d20 and choosing one. If you target another creature with your Blink feature, they can roll 2d20 and choose which one to use at the end of their turn.
While under the effects of the Etherealness spell, you can see and hear the plane you originated from out to a range of 120 feet.
While in the Ethereal Plane, you can take the Dash action as a bonus action.
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