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### Importance to Society There has come a time when any humanoid creature would want to say that one last sentence to a diseased loved one. Some would call these people "channelers", those that can commune with the dead, but their connections to the spirit world are deeper than anyone could imagine. ### Preparing for Battle Masters of the unseen, bridging the gap between the material realm and the ethereal planes. They draw their powers from the spirits and ethereal beings that reside in these dimensions. With the ability to manipulate energies, summon spectral allies and traverse the boundaries between worlds, Etherealists are a sight to behold on the battlefield. ### Call to Action Not all Etherealists stay stationary. Sometimes their constituents require them to find lost family treasures. Put undead spirits to rest. Or to put some farewell belongings on a grave sight in a dangerous area. ### Relationship with Others Etherealists have good standing with townsfolk that want to speak with their deceased loved ones and lovers of the supernatural. Clerics share the same responsibilities of putting the undead to rest and thus tend to rely on each other to complete tasks. Wizards and Artificers study the arcane in the same way, but come to differing conclusions on how magic should be used. ### Multiclassing into and out of Etherealist Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already an Etherealist. Proficiencies Gained. If Etherealist isn’t your initial class, here are the proficiencies you gain when you take your first level as an Etherealist: Proficiency with Simple Weapons Proficiency with Light Armor Spellcasting. Add the number of spells you can learn as an Etherealist \pagebreak
##### Etherealist | Level | Proficiency Bonus | Features| |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | | 2 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | | | 3 | 2 | — | — | — | — | — | — | — | — | | 3rd | +2 | | | 3 | 3 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement| | 4 | 3 | 2 | - | - | - | - | - | - | - | - | |5th | +3 | | | 4 | 4 | 3 | 1 | - | - | -| - | - | - | - | |6th | +3 | | | 5 | 4 | 3 | 2 | - | - | -| - | - | - | - | | 7th | +3 | | | 4 | 3 | 2 | 1 | - | - | - | - | - | | 8th | +3 | Ability Score Improvement | | 7 | 4 | 3 | 3 | 1 | - | - | - | - | - | | 9th | +4 | | | 8 | 4 | 3 | 3 | 2 | 1 | - | - | - | - | | 10th | +4 | | | 9 | 4 | 3 | 3 | 2 | 1| - | - | - | - | | 11th | +4 | | | 9 | 4 | 3 | 3 | 2 | 1 | - | - | - | - | | 12th | +4 | Ability Score Improvement | | 10 | 4 | 4 | 3 | 3 | 2 |1 | - | - | - | | 13th | +5 | - | | 10 | 4 | 4 | 3| 3 | 2 | 1 | - | - | - | | 14th | +5 | | | 11 | 4 | 4 | 3 | 3 |2 | 1 | 1 | - | - | | 15th | +5 | | | 12 | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | - | | 16th | +5 | Ability Score Improvement | | 12 | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | - | | 17th | +6 | | | 13 | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | | | 14 | 4 | 4 | 3 | 3 | 3 |1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | | 15 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 20th | +6 | | | 16 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
#### **Quick Build** You can make a Etherealist quickly by following these suggestions. First, Intelligence should be your highest score, followed by Constitution or Dexterity. Choose the Hermit background. #### **Class Features** As a Etherealist you gain the following class features. Hit Points Hit Dice: 1d8 per Etherealist Level Hit Points at 1st level: 8 + your constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your constitution modifier per Spirit Tamer level after 1st. #### **Proficiencies** Armor: Light Armor Weapons: Simple weapons Tools: None Saving Throws: Intelligence, Constitution Skills: Choose two from Arcana, Medicine, Animal Handling, Survival, Investigation, Religion #### **Equipment** You start with the following equipment, in addition to the equipment granted by your background: * (a) dagger or (b) Handaxe * (a) scholar's pack or (b) explorer's pack * (a) Leather Armor with Light crossbow and 20 bolts or (b) Studded leather and 20 darts * A Shield * A Spell Book * Blank Spell scroll with a vial of magical ink \pagebreakNum #### **Spirit Summoning** When casting the Find Familiar spell you gain a spirit. You can't have more than one spirit at a time. If you cast this spell while you already have a spirit it changes shape. The Spirit's flight speed is 30ft and reappears next to you when 150ft away. **Arcance Focus** - This newly acquired spirit will serve as your arcane focus and can be used up to 100ft in distance from you.* #### **Spirit Bond** The Arcance connection between you and your spirit has strengthened, choose one of the following special forms for your spirit: imp, pseudodragon, quasit, or sprite. The spirit has their stats (besides Hit Points and Armor Class which is based on your spell save DC) based on the special form. The spirit does not come with any equipment provided by the special form. For Example, if you choose the sprite as a special form the spirit has Str 3(-4), Dex 18 (+4), Con 10 (0), Int 14 (+2), Wis 13 (+1), Cha 11 (0), but would have the hit points based on 1d4 (2) + Spirit Tamer's Intelligence Modifier and armor class based on Spirit Tamer's spell save DC. Note: The spirit maintains all abilities provided by the special form. \pagebreak #### **Spell Scroll Attunement** Deepening your studies upon the connection between Spirits and the arcana you have learned to attune a spell scroll to your Spirit. This attunement requires one spell slot from your existing Spirit Tamer spell slots and one spell from your known pool. As your bonus action the spirit may cast the spell once per short or long rest, Intelligence is the spell casting ability for the spirit's spells. During a short or long rest the Spirit Tamer may exchange known spells from their own spell book and the spirit's known one at no cost to either the Spirit Tamer or the spirit itself. The spirit's arcane focus is the Spirit Tamer and both share the same length requirements to keep the arcane focus active. Your spirit shares and uses the same spell attack bonus as the Spirit Tamer that summoned it. Note: All spells shared between the Spirit Tamer and spirit use intelligence for the spell casting ability \columnbreak #### **Spirit Bond Type** The arcanic energy inside all living things has evolved within your spirit companion, choose between these six arcane archetypes at each spell slot level your spirit gains 2 bonus spells of that level. These spells are considered to always be prepared and do not count against the number of spells prepared for your spirit. Note: Add the 1st level spells to the spells known list of your spirit. **Fey** - Your spirit has absorbed power from the Feywild realms. Expanded Spell List - Fey energy has expanded the spells known by your spirit 1st level - Farie Fire, Fog Cloud 2nd level - Moon Beam, Spike Growth 3rd level - Conjure Animals, Dispel Magic 4th level - Dominate Beast, Stone Shape 5th level - Greater Restoration, Conjure Elemental 6th level - Sunbeam, Transport Via Plants 7th Level - Mirage Arcance, Reverse Gravity **Undead** - The magic found in those between the living and the dead has entered your spirit. Expanded Spell List - Undead energy has expanded the spells known by your spirit 1st level - Ray of Sickness, False Life 2nd level - Rope Trick, Ray of Enfeeblement 3rd level - Animate Dead, Bestow Curse 4th level - Blight, Fabricate 5th level - Cone of Cold, Hold Monster 6th level - Circle of Death, Create Undead 7th level - Finger of Death, Prismatic Spray **Fiend** - Demons have influenced your spirit's arcance connection. Expanded Spell List - Demonic energy has expanded the spells known by your spirit 1st level - Burning Hands, Fog Cloud 2nd level - Continual Flame, Flaming Sphere 3rd level - Fireball, Gaseous Form 4th level - Fire Shield, Wall of Fire 5th level - Hold Monster, Dream 6th level - Sunbeam, True Seeing 7th level - Delayed Blast Fireball, Mordekainen's Sword **Old One** - Ancient magical blood of dragons has entered your spirit. Expanded Spell List - Dragon energy has expanded the spells known by your spirit 1st level - Thunderwave, Chromatic Orb 2nd level - Cloud of Daggers, Levitate 3rd level - Haste, Slow 4th level - Polymorph, Stoneskin 5th level - Conjure Elmental, Cloud Kill 6th level - Globe of Invulnerability, Mass Suggestion 7th level - Plane Shift, Teleport **Celestial** - Magical energy surrounding the heavens has bonded with your spirit. Expanded Spell List - Celestial energy has expanded the spells known by your spirit 1st level - Bless, Cure Wounds 2nd level - Spiritual Weapon, Zone of Truth 3rd level - Animate Dead, Beacon of Hope \pagebreak 4th level - Locate Creature, Freedom of Movement 5th level - Raise Dead, Mass Cure Wounds 6th level - Planar Ally, True Seeing 7th level - Conjure Celestial, Resurrection **Eldritch** - - Beings beyond comprehension has bonded with your spirit. Expanded Spell List - Eldritch energy has expanded the spells known by your spirit 1st level - Witch Bolt, Arms of Hadar 2nd level - Crown of Madness, Shatter 3rd level - Fear, Hunger of Hadar 4th level - Halluncinatory Terrain, Dimension Door 5th level - Contact Other Plane, Dream 6th level - Arcane Gate, Mass Suggestion 7th level - Plane Shift, Mordenkainen's Magnificient Mansion #### **Cantrips Abilities** At level 2 your spirit has unlocked the ability to use cantrips. The Spirit shares the same cantrips as the Tamer. #### **At Level 3** #### **Spirit Type** Your spirit has started to take the form of a certain battle style. Choose between the three archetypes below #### **Offensive Spirit** The tides of battle has overwhelmed your spirit, add another spell slot to spell slots known to your spirit. You could call this a Spirit Warrior. Depending on your Spirit Bond type your spirit gets the following abilities: * Fey - Gives force damage to any ranged spell attacks * Undead - Adds spirit's intelligence modifier to necrotic ranged spell attack damage * Fiend - Adds spirit's intelligence modifier to evocation ranged spell attack damage * Old One - Gives breath weapon from the Dragon Ancestry table * Celestial - Adds spirit's intelligence modifier to radiant ranged spell attack damage * Eldritch - Doubles the range of mind altering spells such as charm \columnbreak #### **Defensive Spirit** Surviving against the chaos of arcane energy has fortified your spirit, add +2 to your spirit's total armor class. You could call this a Spirit Defender. Depending on your Spirit Bond type your spirit gets the following abilities: * Fey - Gives resistance to force damage * Undead - Gives resistance to necrotic damage * Fiend - Activates Hellish Rebuke whenever the spirit is attacked * Old One - Gives resistance to chosen dragon type from Dragon Ancestry table * Celestial - Gives resistance to radiant damage * Eldritch - Grants advantage against spells targeting the spirit's mind #### **Vessel Spirit** Your spirit has forgone offensive and defensive tactics in favor of pursuing possession abilities. You could call this a Spirit Vessel. Your spirit may possess any inanimate object such as a suit of armor after expending a spell slot. The spirit must have a spell slot available before attempting to posses any inanimate object. Possessing the inanimate object vessel gives the Spirit the objects characteristics. For Example, if your spirit were to possess a full suit of armor then its stats would follow the suit of armor besides its Intelligence stat if it is higher. Note: Destroying any vessel that the spirit possesses does not kill the spirit itself. The spirit may not possess another vessel used by a different spirit. Spirits cannot possess inanimate objects that are attuned. Your spirit may only use this feature again after completing a long rest. #### **At 4th Level** #### **Ability Score Improvement** When you reach 4th level, and again at 8th , 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability over 20 using this feature. #### **At 5th Level** #### **Spirit Feature** Your ties with your arcaned spirit familiar has strengthened. Your spirit can draw health from your class hit die to recover health whilst in battle. The spirit may also retreat into your body for protection. Note: A Vessel Spirit gives up its ability to be absorbed by its Tamer; however, it may still recover from the Tamer's hit die even while inside its possessed vessel. #### **At 7th Level** #### **Ability Score Improvement** Your spirit has reached level 4. You may increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability over 20 using this feature. Note: increasing intelligence ability score carries over to the inanimate object. #### **Weak Fusion** \pagebreak Your inner spirit has become more attuned with the World's arcana properties. Once per long rest you may fuse with your spirit to gain its Spirit type benefits, for example gaining the celestial and undead spirit type benefits #### **Offensive Spirit Fusion** Once fused grants the Spirit Tamer proficiency with any weapon type, makes the weapon magical and adds intelligence modifier to the attack damage roll. #### Defensive Spirit Fusion** Once fused grants the Spirit Tamer proficiency with any heavy armor type, negates stealth penalties and adds +2 to the Tamer's armor class. #### **Vessel Spirit Fusion** Despite giving up its ability to fuse with the Tamer, the spirit has strengthened its possession abilities. The spirit may now use the possession feature as a ritual to save its spell slot and all attacks made by the spirit's vessel adds the spirit's intelligence modifier to the attack damage roll. #### **At 10th Level** #### **Spirit Feature** Your spirit's arcanic type has grown stronger. **Offensive Spirit Type:** * Fey - Grants advantage on spell ranged attacks using force damage and adds force damage to magic attacks. * Undead - Grants advantage on spell ranged attacks using necrotic damage and adds necrotic damage to magic attacks. * Fiend - Doubles the range of all spell ranged attacks. * Old One - Increases breath weapon in accordance to the Dragon Born Ancestry Table. * Celestial - Grants advantage on spell ranged attacks using radiant damage and adds radiant damage to magic attacks. * Eldritch - Grants disadvantage against targets trying to resist mind altering spells such as charm person. #### **Defensive Spirit Type:** * Fey - Gives immunity to force damage * Undead - Gives immunity to necrotic damage * Fiend - Activates Hellish Rebuke whenever a creature you target is 5ft from the spirit * Old One - Gives immunity to chosen dragon type from Dragon Ancestry table * Celestial - Gives immunity to radiant damage * Eldritch - Grants immunity against spells targeting the spirit's mind #### **Vessel Spirit** The spirit may attempt to possess any magical being (attuned items and equipment still not possessable). The target must succeed on a Charisma saving throw versus the spirit's spell save DC to resist possesion. Note: Per DM's disgression the spirit may possess mimics. ##### **12th Level** #### **Ability Score Improvement** #### **15th Level** #### **Spirit Ability Score Improvement** #### **16th Level** #### **Ability Score Improvement** #### **17th Level** #### **Improved Spirit Fusion** Your spirit may now transform into either a, Kobold, Halfling, Goblin or Gnome and has the abilities of said races and racial ability scores to increase on top of their existing scores #### **19th Level** #### **Ability Score Improvement** #### **20th Level** #### **Perfect Spirit Fusion** You and your spirit have mastered the art of fusing together. Bounding your life energy together you become a fearsome threat on the battlefield: * Fey - You become an Archfey/Hag * Undead - You become a Lich * Fiend - You become a Devil Lord * Old One - You become an Adult Dragon of your choice * Celestial - You become an Archangel * Eldritch - You become a Beholder Add both the Spirits and Spirit Tamer's intelligence modifiers to all attack and damage rolls when making attacks in your ultimate fusion forms. #### **Vessel** Your spirit may possess any magical deities or gods. Note: Your spirit takes influence from your character's features, such as Dragonborn breathing attacks and resistances, sorcery points and barbarians rage. The spirit itself cannot change class nor can it raise its level beyond level 7 unless otherwise allowed by the DM.