Sorcerous Origin: Ethereal Magic

Emissary of the Sleepless by Igor Kieryluk

I had been sitting on this Sorcerer subclass for a while, but I didn’t know exactly when to release it. It seems whenever I am supposed to work on something else, I always find time to make a new sorcerer subclass. It helped that Renee Rhodes (@RaeDeAnneR ) DM of the Fate and the Fablemaidens podcast (@FateFMCast ) was looking for a subclass with similar themes, so I figured it was time I pulled this subclass from the Ethereal Plane. Let me know what you guys think either in the comments below, and be sure to check out Renee’s Twitter and check out Fate and the Fablemaidens podcast while you’re at it!

Art: Emissary of the Sleepless– Igor Kieryluk, Wizards of the Coast

Sorcerous Origin: Ethereal Magic

Whether by accident or by design, you are somehow linked to the energies of the Ethereal Plane. You step back and forth into and out of the Ethereal Plane with ease. Perhaps your soul was reborn after being trapped in the Ethereal Plane, or perhaps you made you lost your way and brought back some of the magic upon your return.

See Beyond

Starting at 1st level, while you are not on the Ethereal Plane, you can see into the Ethereal Plane out to range of 60 feet.

Ethereal Jaunt

Starting at 1st level, your magic allows you to phase in and out of the Ethereal Plane. Immediately after you cast a spell of 1st level or higher, you can use a bonus action to vanish from your current plane of existence and appear in the Ethereal Plane. At the start of your next turn, you reappear in plane in the you vanished from in the spot you currently occupy. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near).

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 more than 120 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.

Ethereal Escape

Beginning at 6th level, you slip through the Ethereal Plane to avoid escape harm. When a creature hits you with a melee attack, you can spend 2 sorcery points as a reaction to teleport to an unoccupied space you can see within 15 feet of you and the damage from the attack is halved.

Ethereal Surge

Starting at 14th level, when you reappear after using Phase Shift, you can release a wave of energy from the Ethereal Plane, dealing force damage equal to half your sorcerer level to each creature of your choice within 10 feet of your choice and must make a Charisma saving throw against your spell save DC. Each creature that fails its saving throw has disadvantage on the next attack roll it makes before the start of your next turn.

Step into the Ether

At 18th level, you learn the etherealness spell. It does not count towards your number of sorcerer spells known. In addition, you can cast it by spending 5 sorcery points or by expending a spell slot. If you cast it by spending sorcery points, the duration is reduced to 1 hour.

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