Etherist Class

by CaliusShontor

Search GM Binder Visit User Profile

Importance to Society

Agents of the afterlife, Etherists are tasked with taking out those who disturb the natural life cycle of the realms. Undead, Fiends and Crooked Celestials are usually on the hit list to be dealt with. Mediums that contact the dead through ritualistic means rely on Etherists to take care of otherworldly matters.

Role in Combat

Etherist are no stranger to combat. They are found on the frontlines of battle and are rarely seen taking time to talk things out when situations get hairy.

Connection to the Afterlife

Unlike Clerics that do the deeds of deities, Etherists accomplish tasks such as taking out manipulators of life energies like the Necromancer or evil Druids.

Relationship with Adventurers

Etherists are usually found honing their Spiritual energy and find kinship with Monks and Clerics due to their connection to inner peace and otherworldy affairs. Etherists do not worship deities naturally, instead they are agents that keep the life cycle in check. They get along with Clerics and Druids, but do not wish to submit to a deity or care much about the life cycle of nature. Wizards are good friends and some have shaky relationships with Necromancers. They also get along with Paladins to fight the undead and to return spirits back to their resting place.

Multiclassing into and out of Etherist

Ability Score Minimum. As a multiclass character, you must have at least an Charisma score of 13 to take a level in this class, or to take a level in another class if you are already an Etherist. Proficiencies Gained. If Etherist isn’t your initial class, here are the proficiencies you gain when you take your first level as a Etherist:

  • Proficiency with simple weapons
  • Proficiency with Unarmed Strikes
  • Proficiency with unarmored defense
Etherist
Level Proficiency Bonus Features Unarmed Strike Die
1st +2 Unarmed Strikes, Unarmored Defense 1d4
2nd +2 Divine Sense, Spiritual Strikes 1d4
3rd +2 Etherist Archetype 1d4
4th +2 Ability Score Improvement 1d4
5th +3 Extra Attack 1d6
6th +3 Spirit Empowered Strikes, Commune 1d6
7th +3 Etherist Archetype Feature 1d6
8th +3 Ability Score Improvement 1d6
9th +4 Spiritual Guard 1d8
10th +4 1d8
11th +4 Etherist Archetype Feature 1d8
12th +4 Ability Score Improvement 1d8
13th +5 Spirit Ward 1d10
14th +5 1d10
15th +5 Etherist Archetype Feature 1d10
16th +5 Ability Score Improvement 1d10
17th +6 1d12
18th +6 Etherist Archetype Feature 1d12
19th +6 Ability Score Improvement 1d12
20th +6 Spiritual Mastery 1d12

A Half-Orc's hands glow yellow as he pummels the undead horde to mush. The presence of the celestials and fiends are found by the Drow sensing their aura. A Hill Dwarf draws a powerful fiend inside a bottle with nothing but a strip of paper.

Quick Build

You can make an Etherist quickly by following these instructions. First make Charisma your highest ability score followed by either Strength or Constitution. Lastly, choose the Faction Agent background.

Class Features

As a Etherist you gain the following class features.

Hit Points

Hit Dice: 1d10 per Etherist Level Hit Points at 1st level: 10 + your constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your constitution modifier per Etherist level after 1st.

Proficiencies

Armor: None

Weapons: Simple Weapons

Tools: Choose one type of Artisan's Tools

Saving Throws: Constitution, Charisma

Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Religion, Persuasion or Stealth

Equipment

You start with the following equipment, in addition to the equipment granted to you by your background:

  • (a) Quarterstaff (b) Two Hand Axes
  • (a) Adventurer's Pack or (b) Explorer's Pack

At 1st Level

Unarmed Strikes

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes.

You gain the following benefits while you are unarmed or wielding weapons and you aren't wearing armor or wielding a shield:

  • You can use Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain etherist levels, as shown in the Unarmed Strike Die in the Etherist Table.
  • When you use the Attack action with an unarmed strike or a weapon, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Constitution modifier + your Charisma modifier.

Divine Sense

As an action, you can open your awareness to detect otherworldly forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Spiritual Strikes

You have learned how to harness your spiritual energy into a weapon. As a bonus action you may make an ranged attack of 30ft that uses your Unarmed Strike Die on a hit and deals force damage. Spiritual Strike cannot go through walls and is a projectile.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Etherist Archetype

At 3rd level you choose a Philosophy of Caller, Guardian, Avenger, or Banisher.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Spirit Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Commune

Starting at 6th level you learn the Speak with Dead Spell and can cast it without the use of a focus or Material Components.

Spiritual Guard

Starting at 9th level you learn how to use your spirit energy to empower your defenses, choose one of the following effects, lasts for 3 rounds of combat:

  • You have advantage on saving throws against being charmed or frightened.
  • You have advantage on saving throws against Area of Effect spells.
  • You gain temporary hit points equal to your Charisma Modifier.

You must complete a long rest before using this feature again.

Spirit Ward

Starting at 13th level you learn how to manifest your vision with spiritual energy. You may cast the True Seeing spell without spending any material components or expending spell slots. You may use this ability equal to your Charisma Modifier then you must take a long rest.

Spiritual Mastery

Starting at 20th level you have learned to draw from your inner pool of life energy. When you have run out of uses for your abilities you regain one use of your abilities. After using this feature you must complete a long rest.

Caller

Etherists that specialize in calling spirits to aid them and their allies in battle are Callers.

Call Spirit

As a bonus action you call upon a spirit to aid you or an ally in battle. The Spirit has its own turn in the initiative order. The spirit craves company. As long as the spirit is within 5 feet of a hostile creature it haunts it. All attack rolls made against haunted creatures have advantage. You may only have one spirit summoned at a time. Below are the stats of the summoned Spirit:


Medium Creature, any alignment (same as Etherist)


  • Armor Class 10 + Etherist proficiency bonus
  • Hit Points 2 times the Etherist proficiency bonus.
  • Flight Speed 40ft

|STR|DEX|CON|INT|WIS|CHA| |10|12|11|10|10|14|10|


  • Condition Immunities Charm, Frighten
  • Senses passive Perception 10 + Wisdom Modifier
  • Languages Understands Common and any language spoken by the Etherist

  • Actions

  • Spiritual Blast - +5 to hit and deals 1d4 force damage on a hit to one target. Does not go through walls. Range of 15 feet
  • Passive Ability As long as your spirit is within 5 feet of a hostile creature it haunts the creature, all attack rolls made against that creature by you and your allies have advantage.

Dangerous Soul Collect

At 7th level you are able to absorb the spirit you summoned as a bonus action. When absorbed the spirit gives you the following abilities:

  • Advantage on attack rolls against enemy targets.
  • Advantage on saving throws versus spell effects.
  • Temporary hit points equal to Charisma modifier times proficiency bonus.

Lasts for 1 minute.

Throw Spirit

At 11th level as an action you are able to throw your spirit at targets within 30 feet. +5 to hit. On a hit the target takes 4d6 force damage and the spirit is dissolved into the target. While the spirit is dissolved into the target the target becomes petrified until the end of their next turn. (The spirit disappears when thrown.)

Improved Call Spirit

At 15th level your spirit grants +2 to allies attacks rolls.

Spirit Guardian

At 18th level when summoning your spirit all allies within 5 feet of it regain 1d6 + your charisma modifier hit points. Can only be used once per long rest.

Guardian

Etherists that are experts in assisting their allies and the innocent are called Guardians.

Righteous Callout

At 3rd level you may use an action to compel any hostile creature within 30 feet to duel you. The creature must succeed against 8 + your proficiency bonus + charisma modifier or be forced to be at least within 5 feet near you. Any attack the complled creature makes against any target that isn't you has disadvantage. This is usable equal to your Charisma Modifier and recharges on a long rest.

Guardian's Reassurance

At 7th level, as a reaction, when an ally within 30 feet drops to 0 hit points, you may absorb the damage dealt to them. You take damage equal to the damage your ally took and they immediately regain hit points equal to half the damage you took. You can use this ability once per long rest.

Fearless Charge

At 11th level, as a bonus action you may give allies within 15 feet of you advantage against being frightened. Usable once per long rest.

Improved Righteous Callout

At 15th level when using your Righteous Callout feature you may target two hostile creatures.

Encouraged Saving Throws

At 18th level, you may use your Action to activate an aura of resilience. All friendly creatures within 15 feet of you adds 1d6 to all their saving throws. Usable once per long rest.

Avenger

Avengers are Etherists that specialize in taking down those that abuse the life cycle. They mainly spend their time dealing with Necromancers and any corrupt magic caster.

Soul Crushing Strikes

At 3rd level, once per long rest, you may add your Charisma modifier to your damage rolls for 3 rounds of combat.

Life Steal

At 7th level, once per long rest, when dealing damage to a target you heal hit points equal to the damage dealt for three rounds of combat.

Vengeful Aura

At 11th level, creatures that are Undead, Celestial and Fiends that damage an ally within 15 feet of you takes force damage equal to your Charisma modifier. Lasts as long as you are conscious. Usable once per long rest.

Unyielding Avenger

At 15th level you become resistant to Necrotic and Radiant Damage.

Vengeful Presence

At 18th level, once per long rest, you may use a bonus action, any creature that stands within 15 feet of you and fails a Charisma saving throw versus 8 + your proficiency bonus + Charisma modifier takes force damage equal to twice your Charisma modifier. Creatures who succeed take half damage. Lasts for 1 minute.

Banisher

Banishers are Etherists that use magical papers to weaken and banish spiritual targets, many of those that threaten the material plane.

Write Talisman

At 3rd level, once per short or long rest, you are able to create Paper Talisman equal to your Charisma modifier. You are also proficient in Calligrapher's tools. You must use your Calligrapher's tools to create Paper Talisman. In the upcoming graphic is what your paper talisman is capable of:

Note: Only one creature can be under the effect of your talisman at once. The Talisman stops working if it is burned up, splashed with water or is placed among a sticky surface.


  • Spiritual Drain - As an action, you can throw a talisman at a creature within 30 feet. The target must make a Wisdom saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Charisma modifier. On a failed save, the target’s Armor Class is reduced by 1 for 3 rounds. On a successful save, the target suffers no effect.
  • Physical Warding - As an action, you can throw a talisman at a creature within 30 feet. The target must make a Wisdom saving throw. The DC for this saving throw is equal to 8 + your proficiency bonus + your Charisma modifier. On a failure, the target has disadvantage on attack rolls and saving throws for 3 rounds of combat. On a successful save, the target suffers no effect.
  • Alarming Barrier - As an action, you can create an alarm in a designated area that extends 30 feet in length and is 15 feet wide. Any creature that passes through this space triggers the alarm, alerting creatures within 30 feet of the barrier. These creatures are immediately awakened if they are asleep.

Talisman Empowered Strikes

At 7th level, you can consume a talisman as a bonus action to enhance your attacks against hostile creatures. For the next minute, all successful attacks you make against enemy targets deal additional damage of a type of your choice (necrotic or radiant) equal to your Charisma modifier.

Containment Wave

At 11th level, as an action with a range of 30 feet, you can sacrifice 3 hit dice to attempt to contain a creature inside an empty, non-liquid object that has not previously been used to contain another creature. The targeted creature must succeed on a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save, the creature is absorbed into the object. On a successful save, the creature takes 4d8 force damage.

Once a creature is contained within an object, you (the Banisher) must maintain concentration to keep the creature trapped. The creature can make additional Wisdom saving throws at the end of each hour to attempt to escape. If the object is destroyed, the contained creature is freed; however, the creature cannot destroy the object from within. The creature remains contained as long as you maintain concentration. The Banisher that contains the monster can be separated from the contained monster from up to 60 feet. When the maximum distance is reached the contained creature is freed.

Talisman Transfer

At 15th level, you can transfer a talisman to an ally. For the next minute, all successful attacks your ally makes against enemy targets deal additional damage type of their choice (necrotic or radiant) equal to your Charisma modifier. Only one ally may be under your effect of a Talisman.

Perfected Containment Wave

At 18th level, you have perfected the Containment Wave. When you sacrifice hit dice to activate this ability, all creatures within 30 feet of your chosen target must make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save, affected creatures take 6d8 force damage, or half as much damage on a successful save. The target of the Containment Wave has disadvantage on its Wisdom saving throw. You do not need to maintain concentration to keep a creature contained. You do not need to remain within a certain distance of the contained creature for it to remain trapped.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.