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Wraith

In the shadows, you may be known as a demon, a seeker of death, a flayer of minds. All of these are true. As a Wraith, you strike from the shadows at the very psyche of your victims. Yet, you have sacrificed for this connection. Your form weaker, drawn away into the Ethereal to solidify your connection.

You rely on speed and maneuverability to cross the shadows of the battlefield, your form as likely to blend in as it is to stand out as you make your final strike. Arcanists, Skulkers of the Shadows, Dissidents of the Darkest fashion and assassins that prefer the dramatic rituals of their predecessors tend to belong to this archetype. A Wraith excels in an environment where their opponents are few and their allies strong enough to take the advantages doled out by the Wraith.

Ethereal Presence

When you choose this Archetype at the 3rd level, you have found a fashion of strength in the Ethereal Plane and have reached into it seeking power. Your form is now irrevocably bound to the plane of the ethereal, losing substance and weight. Your weight is halved and your speed isn't reduced until you are at the limits of what you can carry. In addition, you have advantage on hide checks made in dim light and can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

Ethereal Predator

Also at 3rd level, you learn how to target someone’s sanity with your blade. When you make a weapon attack that meets the conditions for sneak attack, you can choose to change your sneak attack damage type to psychic.

When you hit on an attack that meets the conditions for sneak attack you can attempt to damage the targeted creature’s psyche as many times as half your int Modifier(rounded up)min 1)) per short rest.

You roll on the madness table with a d20.

Rogue DC = (8 + your Dexterity modifier + your proficiency bonus.)

D20 Madnesses
1-10 The targeted creature must succeed on a Wisdom saving throw against your Rogue DC or be frightened for 1 minute. The target can repeat the saving throw at the beginning of each of its turns, ending the effect on itself on a success.
11-13 The targeted creature must succeed on a Wisdom saving throw against your Rogue DC or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This has no effect on constructs and undead.
14-19 The targeted creature must make a Wisdom saving throw against your Rogue DC or it. On a failed save, the target has disadvantage on all attack rolls against targets other than you for 1 minute. The target can repeat the saving throw at the beginning of each of its turns, ending the effect on itself on a success.
20 The targeted creature must make a Constitution saving throw against your Rogue DC or be paralyzed for 1 minute. The target can repeat the saving throw at the beginning of each of its turns, ending the effect on itself on a success.

The Other Side

Starting at 9th level whispers of the Ethereal worm their way into your head sharing the secrets of their realm. When you take damage, you can use your reaction to negate that damage and instead shift into the Ethereal Plane.

While in the ethereal plane you can make a melee attack against something on the material plane. You gain advantage on this attack and after you make the attack, whether the attack misses or hits, you appear on the material plane in front of the target of the attack.

You can return to the material plane at any point on your next turn (no action required), if you are still on the ethereal plane at the end of your turn you are returned to the nearest unoccupied space (chosen at random if more than one space is equally near). Once you use this feature, you can't use it again until you finish a short or long rest. You gain an extra use of this feature per rest at levels 13 and 17.

Supernatural Awareness

Starting at 13th level, you have learned to manipulate your eyes in such a way so you can see things as they actually are. You can notice secret doors hidden by magic and can see into the Ethereal Plane out to a range of 60 feet.

As well, if you focus on an object within 30 feet, you can choose to see through that object. This effect can allow you to see through most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Ethereal Predator

Beginning at 17th level, your understanding of the Ethereal Plane has grown to be innate, you can bring your prey as well. You gain the ability to drag another creature between Planes and pull an unwilling creature with you when you cross into the Ethereal Plane. While there, it must make a Constitution saving throw Against your Rogue DC (DC 8 + your Dexterity modifier + your proficiency bonus.) or it is paralyzed by the transition until it exits the Ethereal Plane with you. Once you do so, you can’t use this feature until you finish a short or long rest.

CHANGELOG

0.01 Idea, concept, base abilities.

0.02 Completely reworked “Ethereal Incursion”

0.03 Renamed “Ethereal Incursion” to “Supernatural awareness”

0.04 Full Rewording and renaming of most abilities.

0.05 Renamed from “Whisp” to “Wraith”

0.06 Reformatted for GMbinder, sourced a photo, placed photo.

0.07 Reworked Heightened Predator to not give a level 3 spell at level 3…

0.08 Every feature got a rewrite, Many Features were completely reworked. Almost an entirely different Subclass.

0.21 Every Feature was rewritten from the ground up. Every ability rethought and tested.

0.23 Flavor Text is changed, “Ethereal predator” is changed, gives Hex or HM per s/l Rest.

0.24 “Ethereal Predator” is Revamped and given an Insane makeover.

0.25 Wording is redone.

0.26 Fixed More Wording

Heavy contributions from @Wufflykins#9994 As well as @Izzy#9070 and @Caim#0198 from the DoMT Discord Server And /u/Pyrolance.

Picture Credit; Corvo Attano - Dishonored by AJHateley.deviantart.com on deviantART #Dishonored.