Fighter
Base Class: Fighter

The border knights play on the very edges of the ethereal plane stepping in and out, they herald the roll of guiding lost souls and defending the borders of the Material plane.

They hunt ghosts and vile beasts and watch the great passages between the planes. Some have been known to pull the souls of their victims into the ethereal plane  and hunt them

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in Stealth. Alternatively, you learn one language of your choice.

Ethereal Sight

Starting at 3rd level, your incredible connection to death has brought you close to the border ethereal. You can see 10ft into the ethereal plane at all times.

Ethereal Step

Being at 3rd Level, Being so close to death as a concept, you waver near the divide between the border ethereal and Material Plane. As an action you can reduce your Max Hit Points by 1d4 until you can take a short rest  then as a bonus action for the duration (1d4 minutes) are able to step in or out of the border ethereal. 

While there you are unaffected by anything on the Material Plane and cannot be perceived by anybody not on this plane, you can see 60ft into the Material Plane. your movement is halved travelling up or down, and when you step out of the ethereal plane you return to the place in which you exist in the ethereal plane. 

Temporal Tear

Beginning at 7th level, when a creature dies within 30ft of you, you can use your reaction to create a tear its soul apart to create a gateway into the Ethereal plane that lasts for minutes equal to the creatures maximum hit points. When the gateway closes, all other creatures that came through the portal are shunted out of the Ethereal plane. 

The creature used to do this, cannot be resurrected by any short of wish or True Resurrection. If true resurrection is used the soul is still absent, the body has an effective ability score of 0 for Intelligence and Wisdom. This cannot be restored.

 You can do this equal times to your proficiency modifier per long rest

Progress of Death

Starting at 10th level, when use your Ethereal Step, if you are touching another creature when you use your Ethereal step you can pull their soul from their body and take it with you, the creature must make an Constitution Saving throw against your own, if they are successful you remain on your current plane, if they are not, their soul leaves their bodies and travel with you to the border ethereal. They are incapacitated until the beginning of their next turn when their soul returns to them.

While forcefully on the Ethereal plane both their body and soul is immune to Necrotic Damage. However, their soul becomes vulnerable to psychic and radiant damage and resistant to all other types. Their body becomes immune to physic and radiant damage.   

Strike From Beyond

Starting at 15th level, you learn to walk the fine line of the planes , you can attack from the very edges of the border ethereal. you can attack without leaving the ethereal plane, your target has resistance to the damage as your weapon as it still has some incorporeal qualities.

Walk of Ghosts

Starting at 18th level, Your connection to the ethereal plane is now so strong that you can step in and out without effort. Your ethereal step, now costs no loss to your hit points, the duration is entirely waved as you can wonder through the plane as much as you would like 

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