Ethereal Compendium

by ChaiKnight

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The Ethereal Compendium

The Ethereal Compendium

The compendium includes a number of homebrew options for players to select when creating their character. They center around the Ethereal Plane, a strange place of mists and obscurity. The Border Ethereal, in most cases, appears as a grey and foggy mirror of the Material Plane, while the Deep Ethereal is an eternal realm of vast nothingness inhabited by only the most reclusive of creatures. Enjoy!

The options presented in this binder are meant for playtest purposes. They are alpha versions at best, meaning they have seen no real playtime and as such are subject to change.

If you decide to use one or more options presented herein, good for you! But do not feel pressured. The campaign might or might not involve the Ethereal Plane, but one thing is for certain: You will not miss out on a good time if you play a character using only official content.

Some of the options herein are my takes on official lore. Some of them are just something I made up. Most of it will change over time, so have fun :)



Table of Contents Page Description
Ethereal Races 2 Races that reside in or hail from the Ethereal Plane
Ghost Elf 2 These reclusive elves hide away in shame from their fiendish past
Springer 2 Small, pale creatures known for their ability to leap through the Border Ethereal
Subclasses of the Ether 3 Many of the core classes have new ethereal subclass options
Path of the Ethereal Barbarian 3 A mobile warrior who uses Wisdom to obstruct their enemies
College of Obfuscation Bard 4 An elusive support who confuses and hinders their foes
Mist Domain Cleric 5 The traveler's best friend, this servant of the divine is at home in the mists
Circle of the Ether Druid 6 A mysterious shaman who takes you to the Ethereal Plane
Spectral Blade Fighter 7 This well read warrior uses magic to strike down their ethereal nemeses
Way of the Clouded Strike Monk 8 A guileful combatant that redirects attacks and strikes back hard
Mist Walker Rogue 8 This trickster bounces in and out of the ether on a whim to surprise their enemies
Etherborn Sorcerer 10 Branded by the ether, this sorcerer was gifted with mind altering magic
Ethereal Spells 11 New spells to protect your allies and strike down your foes







Ethereal Races

Ethereal races are those that primarily live in, or have a strong connection to, the Ethereal Plane. They may hide away in the insurmountable fogs of the Deep Ethereal, or they may leap in and out of the Border Ethereal on a whim. The races presented below are not necessarily canon, but some are grounded in the lore of old Dungeons and Dragons.

Character Customization

Everyone in the D&D universe is unique. When determining your racial traits, you can use the guidelines presented here. Alternatively, you can apply the rules from Tasha's Cauldron of Everything to customize your origin, including the Ability Score Increases your character gains.

Ghost Elf

Ghost Elves live in spectral cities on the Ethereal Plane. When they were attacked by vengeful drow, these eerie-looking, grey-skinned elves made a deal with a being they knew as Thule to safeguard them from their distant cousins. Thule was revealed to be a pit fiend by name of Thulikazt and enslaved the Ghost Elves to fight for them for eternity.

As the Ghost Elves learned the art of war as warrior slaves for the pit fiend, they eventually rose up and joined forces with Thulikazt's enemies. After slaying their former master and escaping the hells, the Ghost Elves discovered their connection to the Material Plane had faded - but they found a strange connection to the ether beyond.

Ghost Elves use the racial traits granted by the Elf race, as well as the features described below:

Ability Score Increase. Your Charisma score increases by 1.

Infernal Weapon Training. You have proficiency with the longsword, shortsword, rapier, and scimitar.

Cantrip. You know the light cantrip. Charisma is your spellcasting ability for it.

Bonus Language. You can speak, read, and write Infernal.

Optional feature: Ghostly Arcana. Some ghost elves find a natural affinity for weaving the arcane energy inherent in their home plane, forgoing the training of their struggled past. You may substitute the Infernal Weapon Training racial trait for an expanded spell list. If you have the Spellcasting or the Pact Magic feature, the spells from the Ghost Elf Spells table are added to the spell list of your spellcasting class.









Ghost Elf Spells
Spell level Spell
1 Disconnect, Disguise Self
2 Misty Step, Shunt
3 Blink, Gaseous Form
4 Freedom of Movement, Hallucinatory Terrain
5 Mislead, Scrying

Springer

Officially known as Sprigernii, these small beings quickly became known for their ability to jump through the Border Ethereal. Springers are very similar to gnomes in appearance, size, and build, though they often have much paler skin with turquoise or blue tattoo-like markings. Though sprigernii are born from the ether, many have lost their connection to their home plane and must exert themselves to return only for short periods of time.

Sprigernii are rare, and most people have never seen let alone heard of this strange race. Those that have heard of them often know them as mischievous, troublemakers, or even as thieves or worse. Despite this preconception, small, highly spiritual springer communities exist scattered throughout the realms.

Springer Traits

Your sprigernii character has a number of inherent gifts.

Age. Sprigernii mature quickly, reaching adulthood at around age 16 and live to be around 80.

Size. Your size is small.

Speed. 30 ft.

Ability Scores. Choose either +2/+1 or +1/+1/+1

Sprigernii Magic. You know the prestidigitation cantrip. Choose either Intelligence, Wisdom, or Charisma as your spellcasting ability for it.

Spring. As an action, you leap into the Border Ethereal until the start of your next turn. While there, you are invisible and inaudible on the plane you originated from, and your movement speed is doubled.

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 60 feet away. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so. Equally, you cannot interact with anything on the plane you originated from.

Once you use this feature, you can't use it again until you finish a long rest.

Subclasses of the Ether

Whether by fortune or necessity, characters may somehow connect with, or utilize, the Ethereal Plane. This chapter provides new options for player characters to customize their class with powers provided by the silver mists of the ether.

Path of the Ethereal Barbarian

A select few tribes of the mountains follow the path of the ethereal, a revered tradition that connects the tribesfolk with the Ethereal Plane. Not only do these insular peoples travel the plane, they channel it and utilize its mystical powers in combat.

It is due to these abilities that some assume these folk hail from the Ethereal Plane itself, calling them fogspawn and other such unpleasant monikers. These rumours are of course untrue, but their attachment to the misty world beyond is all but a village tale.

Barbarian Level Feature
3 Ethereal Form
6 Glimpses of Grey
10 Silver Tendrils
14 From the Fogs

Ethereal Form

3rd level Path of the Ethereal feature

You channel the fog of the Ethereal Plane when you rage, making yourself light and mobile. While you're raging and aren't wearing heavy armor, you can use the Dash action as a bonus action on your turn. Additionally, whenever you take the dash action while raging, you have resistance against all damage from opportunity attacks until the end of your turn.

Silver Tendrils

6th level Path of the Ethereal feature

Manifestations of the ether surround you while you are raging, enveloping your enemies in a hindering, tendril-like fog.

When you enter a rage, choose any number of creatures you can see within 15 feet of you to make a Strength saving throw. The DC for this saving throw is 8 + your proficiency bonus + your Wisdom modifier. On a failed save, a creature is restrained until the end of your next turn. Creatures of Huge size or larger are immune to this effect.

Until the rage ends, whenever you take damage, you may use your reaction to target one creature within range and repeat this feature with that creature as the only target.

When you reach 10th level in this class, you can attempt to pull a target 10 feet closer, or push them 10 feet away from you and knock them prone, instead of restraining them, when you use this feature. When you reach 14th level in this class, the range of this feature increases to 30 feet, the distance you can push or pull a target increases to 25 feet, and creatures of Huge size can be affected by the feature.

Glimpses of Grey

10th level Path of the Ethereal feature

A thin grey mist lingers around the obscured, and you have learned to open your senses to its presence. As a bonus action, you detect the presence of invisible creatures and objects within 30 feet of you until the end of your next turn. You know the location and general shape and size of such forces, but not their type, and details are not apparent to you. You must be able to see the location of the object or creature to learn of its presence.

You can use this feature a number of times equal to 1 + your Wisdom modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

From the Fog

14th level Path of the Ethereal feature

You are adept at leaping between enemies using the power granted by your connection to the ether. Whenever you take the Dash action on your turn, you can make a melee weapon attack at the end of your movement (no action required). If you do, your speed is 0 until the end of your current turn.

College of Obfuscation Bard

Few bards take the ability to hide, confuse, and obscure as seriously as those of the College of Obfuscation. Here, adherents learn the subtle art of concealment, channeling their arcane power through their connection with the obscuring mists of the ether.

Bards of the College of Obfuscation can be found in all manners of life - from the simple pickpocketers vanishing in the crowds to the tricksters that mingle in high society, pocketing riches of gold and gemstones. Others utilize their powers on the battlefields, disrupting their enemies with powerful ethereal magic.

Bard Level Feature
3 Obscuring Images, Discombobulation
6 Mindfog
14 Manifest Illusion

Obscuring Images

3rd level College of Obfuscation feature

Your powers of obfuscation are, more than anything, a shield from those that wish you ill. As a bonus action, you can expend one use of your Bardic Inspiration and roll the Bardic Inspiration die. A number of illusory duplicates form around you equal to the number rolled on the Bardic Inspiration die + your Charisma modifier. The duplicates look like ethereal versions of you, and they move in unpredictable ways around you. You gain a number of temporary hit points equal to the number of summoned duplicates, and one illusory duplicate disappears whenever you lose 1 temporary hit point. While you have at least one illusory duplicate, creatures have disadvantage on attacks against you.

An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

The illusory duplicates last for 1 minute (or until you lose all your temporary hit points).

Discombobulation

3rd level College of Obfuscation feature

Sometimes, vanishing requires more than mere illusion, and your training has shown you a way. As an action, you touch a Small or smaller object and attempt to send it to the Ethereal Plane until the end of your next turn. If the object is in the possession of another creature, that creature may make a Charisma saving throw. The DC of this saving throw is equal to your spell save DC. If the creature succeeds, the object stays on the original plane. The creature has advantage on the saving throw if it is wearing the targeted object.

While the object is on the Ethereal Plane, it is invisible and intangible on the original plane, and it makes no sound. When it returns, it does so in the space it previously occupied. If another object or creature occupies that space, the object is shunted to the nearest unoccupied space that it can occupy.

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

Mindfog

6th level College of Obfuscation feature

You channel the deep fog of the ether in your spells to cloud the minds of your opponents. When you cast a spell of 1st level or higher that forces a creature to make a saving throw to resist its effects, you can choose one target of the spell that failed its saving throw to become charmed by you until the end of your next turn. While charmed in this way, you are invisible and inaudible to the creature.

Creatures that are immune to the charmed condition, and creatures that rely on senses other than sight and hearing, or have truesight, are immune to this effect.

Manifest Illusion

14th level College of Obfuscation feature

The line between the imagined and the real blurs for you. You gain the following benefits:

  • A creature that has a Bardic Inspiration die from you can use it as if they had the Obscuring Images feature. They use your Charisma modifier to determine the number of duplicates created.
  • While you have illusory duplicates summoned by the Obscuring Images feature, you can take actions as if you were in an adjacent space (except spaces already occupied by another creature or object and spaces behind full cover)
  • When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you may expend an illusory duplicate summoned by the Obscuring Images feature (and thus lose 1 temporary hit point) and instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  • When you roll initiative, and you have no Bardic Inspiration dice remaining, you can roll a d6 and treat it as a Bardic Inspiration die for the purpose of using Obscuring Images
















Mist Domain Cleric

Clerics of the Mist Domain find their faith in the tranquil fog of the Ethereal Plane. Whether they roam these lands for peaceful prayers or to meet their deities, the misty plains are the source of their divine power.

These Clerics guide travelers on the roads and lead solemn meditations, and on the battlefield protect their allies and innocent bystanders from those that would harm them.

Cleric Level Feature
1 Earthly Guide, Traveling Companion
2 Channel Divinity: Forceful Expulsion
6 Unassailable
8 Potent Spellcasting
17 Aura of Freedom

Domain Spells

You gain domain spells at the cleric levels listed in the Mist Domain Spells table. See the Divine Domain class feature for how domain spells work.

Mist Domain Spells
Cleric Level Spells*
1st feather fall, fog cloud
3rd misty step, see invisibility
5th blink, gaseous form
7th banishment, freedom of movement
9th banishing smite, far step

*alternatively, if your DM allows them, you can substitute a number of spells from this list with spells from the Ethereal Spells list

Earthly Guide

1st level Mist Domain feature

You are a beacon of the ether set in this world to guide those that need it most. You gain proficiency in the Arcana, Perception, or Stealth skill (your choice). You also gain the light cantrip (if you don't already know it), which doesn't count against the number of cleric cantrips you know.


















Traveling Companion

1st level Mist Domain feature

Your magic guides your allies, allowing them quick confrontation or swift retreat. Whenever you target an ally with a spell of 1st level or higher, that ally's movement speed is increased by 10 until the end of their next turn.

Channel Divinity: Forceful Expulsion

2nd level Mist Domain feature

You can use your Channel Divinity to force back those that wish you and your allies harm.

As an action, you present your holy symbol, and powerful, silvery winds blow from it. Each hostile creature within 15 feet of you must make a Strength saving throw. On a failed save, each creature takes force damage equal to 2d10 + your Cleric level and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage and isn't pushed.

Unassailable

6th level Mist Domain feature

While you are not wearing heavy armour, you gain the following benefits:

  • Your AC increases by 1
  • You have resistance to cold damage

Potent Spellcasting

8th level Mist Domain feature

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Aura of Freedom

17th level Mist Domain feature

Your presence magically inspires those around you to overcome effects that would impede them.

You and your allies within 10 feet of you are immune to being grappled, incapacitated, knocked prone, and restrained by spells or magical effects, and magic cannot reduce your movement speeds below their maximum.

Effects that already affect an ally when they enter the aura for the first time are not dispelled, and the aura does not negate conditions that cause any of the listed conditions, such as unconsciousness.

Circle of the Ether Druid

Druids of this circle are the spiritual guides of their tribes and communities, connecting their home world to the Ethereal Plane. Their guidance takes their subjects to the lands of the silver mist, and brings the power of the ether to their world. They pull the mist to their plane and empower it to harm their enemies and aid their allies. The mystery surrounding these druids is total, as their insular nature means only few know of their existence.

Druid Level Feature
2 Circle Spells, Summon Ethereal Spirit
6 Ether Shape
10 Maiming Mists
14 Spirit Walk

Circle Spells

2nd level Circle of the Ether feature

Your link to the ether and your ability to channel the fog of the grey plane grants you access to certain spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Ether Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of the Ether Spells
Druid Level Circle Spells
3rd healing spirit, pass without trace
5th nondetection, wind wall
7th divination, hallucinatory terrain
9th cone of cold, wall of force

*alternatively, if your DM allows them, you can substitute a number of spells from this list with spells from the Ethereal Spells list

Summon Ethereal Spirit

2nd level Circle of the Ether feature

You can call forth an ethereal spirit to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point, throughout which the ground is covered in a thin, grey mist, and all objects and creatures appear slightly blurry and translucent. The spirit counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents (your choice).

The area counts as magical difficult terrain for creatures hostile to you. While in the aura of the spirit, you and your allies have advantage on Dexterity (Stealth) checks.

As a bonus action, you can move the spirit up to 30 feet to a point you can see.

The spirit persists for 1 minute or until you're incapacitated. Once you use this feature, you can't use it again until you finish a short or long rest.

Ether Shape

6th level Circle of the Ether feature

Your beastly form is slightly misty and incorporeal. While you are transformed by Wild Shape, you have resistance to non-magical bludgeoning, slashing, and piercing damage.

Additionally, while transformed by Wild Shape, moving through nonmagical difficult terrain costs you no extra movement.

Maiming Mists

10th level Circle of the Ether feature

The mists surrounding your ethereal spirit are detrimental to your enemies and assist your allies. Whenever a creature enters the aura of a spirit summoned by your Summon Ethereal Spirit feature for the first time, or starts its turn in it, you may choose to have it make a Constitution saving throw. The DC for this saving throw is equal to your spell save DC. On a failed save, the creature takes 2d4 cold damage, or half that on a successful one.

Additionally, creatures of your choice within the aura count as heavily obscured to creatures outside it.

Spirit Walk

14th level Circle of the Ether feature

Throughout your training, you have become a guide to the spirit world. You can spend an hour in meditation, prayer, or ritualistic preparation to cast the spell Etherealness without spell components and without expending a spell slot. When you do, the target of the spell becomes a number of willing creatures equal to or less than your Wisdom modifier (minimum of 1) within 10 feet of you of your choice. One of these creatures must be yourself.

Creatures affected by this feature must participate in the ritual in whatever way you see fit, and the time spent preparing in this way can count as a short rest for creatures other than yourself.

Once you use this feature you cannot use it again until a week has passed.

Spectral Blade Fighter

Spectral Blades spend their time in their enclaves studying the undead spirits who haunt the world. They adapt to their enemies, rejecting conventional divine rituals that banish these creatures in favour of the sword. With weapon in hand, they track down ghosts, spectres, and other spirits as they slip in and out of the Border Ethereal in order to destroy them, embracing the otherworldly abilities of their foes to unleash devastating magical blows throughout the battlefield.

Fighter Level Feature
3 Spectral Lore, Vorpal Strike
7 Instinctive Fighting, Pierce the Veil
10 Spectral Strike
15 Shield of Force, Studious Combatant
18 Vanishing Strike

Spectral Lore

3rd level Spectral Blade feature

You are versed in the lore of spectres and ghosts. You gain proficiency in one of the following skills of your choice: Arcana, History, or Religion.

Vorpal Strike

3rd level Spectral Blade feature

Your mastery of the blade allows you to unleash short bursts of raw arcane power. When you hit with a melee weapon attack, you can deal an additional 1d8 force damage to the target.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

The force damage increases to 2d8 when you reach 10th level in this class, and again to 3d8 when you reach 18th level in this class.

Instinctive Fighting

7th level Spectral Blade feature

You have learned to forgo sight in combat, and adapted to fighting creatures most cannot see.

You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness.

Pierce the Veil

7th level Spectral Blade feature

Your strikes are constantly on the verge of magic, even if your weapon is as mundane as they come. The first time you hit with a melee weapon attack on each of your turns, the target takes 1d8 force damage in addition to the weapon's damage.

Spectral Strike

10th level Spectral Blade feature

You have learned to project your blade to strike at far-away foes. As a bonus action, you can expend a use of your Vorpal Strike feature to make a melee weapon attack against a creature within 30 feet of you as if you were within range of that creature. The attack deals damage equal to your Vorpal Strike damage roll instead of any other damage it would do.

Shield of Force

15th level Spectral Blade feature

In order to truly succeed in battle, you must first bring everyone home safely. Whenever you or a creature you can see within 30 feet of you takes damage, you can use your reaction and expend a use of your Vorpal Strike feature. If you do, roll the dice and reduce the incoming attack's damage by the rolled amount.

Studious Combatant

15th level Spectral Blade feature

Your unyielding dedication prepares you for combat. When you expend a use of your Vorpal Strike feature, you add your Intelligence modifier to the roll.

Vanishing Strike

18th level Spectral Blade feature

Your studies have taught you to project your physical self as an extension of your weapon. When you make an attack with the Spectral Strike feature, you may teleport to an unoccupied space within 5 feet of the target creature.

Way of the Clouded Strike Monk

Some mysterious warriors have learned to imbue themselves with the Ethereal Plane's grey mists. These monks command their own bodies to phase in and out of the Border Ethereal at will, empowering and shrouding their strikes. The monasteries in which these monks train often lie in secluded mountains high in the sky, where the air is light and the veil that separates material from ether is thin.

Monk Level Feature
3 Obscured Form
6 Through the Veil
11 Redirection
17 Avatar of the Mist

Obscured Form

3rd level Way of the Clouded Strike feature

Through intense practice and communion with the grey mists of the ether, you have learned to imbue your fighting style with subversive tactics and mystical moves.

When you use certain Ki features, you gain additional benefits:

Flurry of Blows: Your strikes phase in and out of the Material Plane, hitting your enemies from implausible angles. One of the attacks made with this feature is made with advantage.

Patient Defense: Your form shimmers a silvery mist as it approaches the intersection between the material world and the ether beyond. You have resistance to non-magical bludgeoning, slashing and piercing damage while dodging in this way.

Step of the Wind: Your form is partly mist, and your step is light as air. Until the end of your turn, non-magical difficult terrain costs no extra movement, and you have advantage on Dexterity (Stealth) checks.

Through the Veil

6th level Way of the Clouded Strike feature

You have learned to detect the wisps of the ethereal when the material is obscured. You can spend 3 ki points to gain Truesight and the ability to see into the Ethereal Plane out to a range of 30 feet until the end of your turn. During this time, you have advantage on ability checks made to discover hidden, obscured, invisible, or otherwise concealed objects and creatures.

Redirection

11th level Way of the Clouded Strike feature

You can shift your form in an instant to throw off attackers, redirecting their blows to your advantage.

When you are targeted by a melee weapon attack, before the outcome of the attack roll is revealed, you can spend 2 ki points as a reaction to impose disadvantage on the attack. If the attack misses, you can cause it to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Avatar of the Mist

17th level Way of the Clouded Strike feature

Your body, mind, and soul have become one with the ether.

When you use certain Ki features, you gain additional benefits (in addition to those granted by Obscured Form):

Flurry of Blows: Your attacks phase into the ether and come out empowered. Both of your attacks made with this feature are made with advantage and their damage type is force.

Patient Defense: Your body turns to mist, and only a silvery outline is visible. You have resistance to all damage but force and psychic damage.

Step of the Wind: In the Ethereal Plane, your body does not conform to the physics of the material world. Instead of taking the Dash or Disengage action when you use this feature, you may teleport up to your speed to an unoccupied space that you can see.

Stunning Strike: You produce flashes of the whirling fog of the Deep Ethereal with your strikes. When a target succeeds on the Constitution saving throw to avoid being stunned, it is poisoned until the end of your next turn.

Mist Walker Rogue

Whilst many rogues focus their efforts on the world before them, Mist Walkers have walked the Ethereal Plane and learnt its secrets. Their connection with this plane allows them to imbue themselves with its mystical energy, even transporting themselves there at will.

Mist Walkers are a highly secretive organization, and only a select few know the secrets to their abilities and their order. They are most often employed by highly powerful circles due to their confidentiality and skills. Because of this, they are often mistrusted by their kin, and most other underground organizations refuse to employ them or take them in.

Rogue Level Feature
3 Ether Step, Planar Training
9 Call of the Grey Mists
13 Planar Rift
17 Mist Shape

Ether Step

3rd level Mist Walker feature

Your familiarity with the mystical energy of the Ethereal Plane lets you transport to it for brief periods. As an action, you transport yourself to the Ethereal Plane and disappear from the plane you are on. You are invisible until the end of your next turn, and you make no sound. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses of this ability on a long rest.

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 60 feet away. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so. If you attack, cast a spell, or perform similar actions targeting any creature on the plane you originated from, you immediately return to that plane.

Planar Training

3rd level Mist Walker feature

Through years of intense study of your abilities and their mystical connection, you have gained an understanding of magic and the planes that rival even some scholars. You gain proficiency in the Arcana skill. Additionally, when you make an Intelligence check made to recall or deduce information about the Ethereal Plane, you have advantage on that roll.

Call of the Grey Mists

9th level Mist Walker feature

The grey mists of the Ethereal Plane call to you at all times, not least in times of crisis. Whenever an enemy targets you with an attack, you may use your reaction to activate the Ether Step feature, expending one use the ability. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll succeeds or fails. The attack still occurs, but as your form shifts to Invisible the attack is made with disadvantage.

Planar Rift

13th level Mist Walker feature

Whenever you activate your Ether Step feature, you may choose to open a portal at your current location. When the Ether Step ability ends, the other portal opening appears at your new location. The portals fail to open if both openings are in the same space, you open it in another creature's space, or if the two openings are further than 500 feet apart. The portals last for a number of rounds equal to your Intelligence modifier or until you choose to dismiss them.

The portals are two-dimensional glowing rings filled with a swirling, grey mist, hovering inches above ground and perpendicular to it at the points you choose. A ring is visible only from the portal side (your choice).

Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision.

Mist Shape

17th level Mist Walker feature

You have learned to harness the power of the ether, becoming a beacon of the Ethereal Plane itself. As an action, you can imbue yourself with the ether. This form lasts for 1 minute or until you dismiss it as a free action. While in Mist Shape, you gain the following benefits:

  • You have a flying speed equal to your movement speed
  • You pass through solid objects like they were air
  • Using your Ether Step feature is a bonus action
  • You have Truesight out to a range of 60 feet
  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to discover hidden items, passages, and symbols

If you occupy the same spot as a solid object or creature when this feature ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

Once you use this feature, you must finish a long rest before you can use it again.






















Etherborn Sorcerer

Your innate arcane ability comes from the Ethereal Plane. Some Etherborn believe their ancestors came from the mists, while some experienced the tumultuous fog of the Deep Ethereal first hand, leaving a permanent mark on their soul.

Whatever the reason, the ethereal has imprinted on you, something rare and wonderful. At your option, you can pick from or roll on the Etherborn Sorcerer Quirks table to create a quirk for your character (or come up with your own).

Sorcerer Level Feature
1 Ethereal Magic, Enveloping Fog
6 Ethereal Form
14 Arcane Misdirection
18 Silver Shape
Etherborn Sorcerer Quirks
d6 Quirk
1 Your skin is pale, almost transparent
2 Your eyes barely show hints of pupils or irises
3 Your hair moves as if gravity was significantly weaker
4 Turquoise tattoo-like markings cover your body
5 Your voice is whispy or airy, depending on your mood
6 You are often caught staring into the distance

Ethereal Magic

You learn additional spells when you reach certain levels in this class, as shown on the Etherborn Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or an illusion spell from the sorcerer, warlock, or wizard spell list.

Etherborn Spells
Sorcerer Level Spells
1 disguise self, expeditious retreat
3 blur, levitate
5 haste, major image
7 confusion, dimension door
9 passwall, seeming

*alternatively, if your DM allows them, you can substitute a number of spells from this list with spells from the Ethereal Spells list

Enveloping Fog

1st level Etherborn feature

The whirling fog in your mind can be briefly imparted onto others. As a bonus action, choose one creature within 30 feet of you. That creature must succeed on a Wisdom saving throw against your spell save DC. On a failed save, the target is blinded and deafened until the end of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

Ethereal Form

6th level Etherborn feature

Your body phases through the ether in times of need. You have advantage on Dexterity (Acrobatics) checks made to avoid or escape grapples, as well as on saving throws against spells or spell-like abilities that would cause you to become grappled, prone, or restrained.

Arcane Misdirection

14th level Etherborn feature

You have become adept at misdirecting hostile magic. When a creature you can see casts a spell which targets you, you can use your reaction to force the caster to make a Wisdom saving throw against your spell save DC. On a failed save, you choose another valid target within 60 feet of you, which replaces you as target of the spell. Once you use this feature, you can't use it again until you finish a long rest.

Silver Shape

18th level Etherborn feature

You learn to create convincing duplicates of yourself. As an action, you choose two unoccupied spaces that you can see within 60 feet of you. Choose either one of these locations or the space you are currently in. You appear in that space. At the same time, an illusory duplicate of you appears in the two remaining spaces. These duplicates last for 1 minute or until you choose to dismiss them (no action required).

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects.

While you have at least one duplicate, you can use your bonus action to swap places with one. Alternatively, you can use your bonus action to move one or both up to your speed to unoccupied spaces you can see.

Creatures that rely on senses other than sight, such as tremorsense, or have truesight are immune to this effect. Additionally, a creature that uses its action to examine a duplicate can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC.

Once you use this feature, you can't use it again until you finish a long rest.

Ethereal Spells

This section provides a few spells that utilize or are somehow connected to the Ethereal Plane.

Disconnect

1st-level abjuration


  • Casting Time: 1 reaction, which you take when you or another creature within range takes damage
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You conjure a fleeting bridge between this world and the ether. The triggering damage is reduced by 1d10 + your Spellcasting ability modifier, unless the damage type is force or psychic.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage is reduced by an additional 1d10 for each slot level above 1st.

Classes: Bard, Sorcerer, Wizard

Shunt

2nd-level abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round

You attempt to send one creature that you can see within range through the Deep Ethereal in order to induce Ethersickness. The target must succeed on a Charisma saving throw or be transported to the Deep Ethereal.

While hurtling through the vast fog of the Deep Ethereal, the target is conscious and isn't incapacitated.

The target returns at the end of your next turn in the space it left or in the nearest unoccupied space if that space is occupied. When it returns, the target is poisoned until the end of its next turn.

Classes: Bard, Cleric, Sorcerer, Warlock, Wizard

Misty Barrier

3rd-level abjuration


  • Casting Time: 1 action
  • Range: Self, 10-foot radius
  • Components: V, S
  • Duration: 1 minute

You create a silvery, shimmering barrier which springs out of the ground at your feet. The barrier is immobile. As the barrier is created, roll 6d6. The result of the roll is the barrier's HP.

Whenever a weapon attack or spell from a source outside the barrier would damage a creature inside the barrier, the damage is reduced by an amount up to the barrier's current HP, and the barrier takes damage equal to the reduction. Force and psychic damage is unaffected by this spell.

If another barrier is created which overlaps with this barrier, both barriers disappear immediately.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, roll an additional 2d6 to determine the barrier's HP for each slot level above 3rd.

Classes: Cleric, Sorcerer, Wizard

Silverspear

4th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

A streak of foggy, silver light coalesces and flies from your pointed finger at a creature within range. The target must make a Wisdom saving throw. The target takes 6d4 force damage on a failed save and is stunned until the end of its next turn. If the target succeeds, it takes half that damage and is not stunned.

Classes: Sorcerer, Wizard

Etherwarp

5th-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a vial of mist)
  • Duration: 24 hours

As an action, you touch a Medium or smaller object and attempt to send it to the Ethereal Plane for the duration of the spell. If the object is in the possession of another creature, that creature may make a Charisma saving throw to keep the object on the original plane. The creature has advantage on the saving throw if it is wearing the targeted object.

While the object is on the Ethereal Plane, it is invisible and intangible on the original plane, and it makes no sound. Anyone on the Ethereal Plane can interact with the object as normal, and it returns with them if they are in possession of the object when they return to the original plane. When it returns, it does so in the space it previously occupied (unless it was moved by another force). If another object or creature occupies that space, the object is shunted to the nearest unoccupied space that it can occupy.

Classes: Bard, Warlock

Circle of Fog

6th-level conjuration


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (a divining rod attuned to the ether)
  • Duration: Concentration, up to 10 minutes

You draw a 10-foot-diameter circle with the rod that, at the end of the casting time, fills with mist. For the duration, the circle acts as a portal between the plane it was cast on and the Border Ethereal. Any creature that enters the portal instantly appears in the same spot in the Border Ethereal or in the nearest unoccupied space if that space is occupied. If the spell was cast in the Border Ethereal, the portal's destination is the same spot on the material plane. If the spell was cast in the Deep Ethereal, the destination is a random spot on the material plane (DM's choice).

You can create a permanent portal by casting this spell in the same location every day for one year.

Classes: Cleric, Druid

The Ethereal

Compendium

The Compendium covers a wide range of character creation options, from races to spells, each of which is in some way connected to the mysterious Ethereal Plane. Dare you venture into this inhospitable land, filled with grey mists and strange beings?

This work was created for players in my upcoming campaign, to better connect with and explore the world they are about to enter. For more character options that relate to this new world, see The Forbidden Tome of Haemomancy

Credits

Cover Art: Klaus Wittmann


Pages 1 & 2: TitusLunter


Page 3: LogicArtists


Page 4: Aioras


Page 5: yefumm


Page 6: Cael Gibran


Page 7: David Benzal


Page 9: Klaus Wittmann


Page 10: ManthosLappas


Additional credit goes out to r/UnearthedArcana and their users, from whom I have gathered much inspiration.

 

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