Ether Strider
From days of old hunters and warriors have mimicked the way animals hunt. They observed the creatures hunting style and incorporated that into a style of their own. A part of this process was to act and look more like the animal. An Ether Strider is someone that has chosen a sinister teacher to learn from. They were inspired by the ruthless yet graceful hunting styles of the ghosts and specters of the world. But is becoming more like a banshee a good thing?
You can use a bonus action to fill your quiver with pale spectral arrows. You can create a number of arrows equal to to your casting modifier. A spectral arrow deals necrotic damage, ignores all cover and deals extra 1d8 necrotic damage on hit. You regain the use of this feature after completing a short or long rest. All arrows created by this feature disappear at dawn.
You can use a bonus action to enter the veil between the planes. You can move through other creatures and objects as if they were difficult terrain. Every creatures that you pass trough while in this realm receives cold damage equal to half of your current ranger level rounded down. You can also walk on water. You take 1d10 force damage if you end your turn inside an object. If you are inside an object 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 moved. This feature lasts until the end of your turn. You regain the use of this feature after completing a short or long rest.
You can use an action to manifest a pale white mask that covers your entire face. This mask allows you to see the souls of creatures up to 120 feet away. The souls are visible trough cover. The masks lasts for a minute and fades after the time passes. You regain the use of this feature at dusk.
You use an action to let out a soul shattering wail. Each creature within 30 feet of you must make a constitution saving throw. On a failed save the creature suffers 5d8 cold damage and is paralyzed until the start of your next turn. You regain the use of this feature at dusk.
Phantom Barrage
3rd level Ether Strider featureYou can use a bonus action to fill your quiver with pale spectral arrows. You can create a number of arrows equal to to your casting modifier. A spectral arrow deals necrotic damage, ignores all cover and deals extra 1d8 necrotic damage on hit. You regain the use of this feature after completing a short or long rest. All arrows created by this feature disappear at dawn.
Ethereal Stride
7th level Ether Strider featureYou can use a bonus action to enter the veil between the planes. You can move through other creatures and objects as if they were difficult terrain. Every creatures that you pass trough while in this realm receives cold damage equal to half of your current ranger level rounded down. You can also walk on water. You take 1d10 force damage if you end your turn inside an object. If you are inside an object 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 moved. This feature lasts until the end of your turn. You regain the use of this feature after completing a short or long rest.
Ghostly Visage
11th level Ether Strider featureYou can use an action to manifest a pale white mask that covers your entire face. This mask allows you to see the souls of creatures up to 120 feet away. The souls are visible trough cover. The masks lasts for a minute and fades after the time passes. You regain the use of this feature at dusk.
Banshee's Wail
15th level Ether Strider featureYou use an action to let out a soul shattering wail. Each creature within 30 feet of you must make a constitution saving throw. On a failed save the creature suffers 5d8 cold damage and is paralyzed until the start of your next turn. You regain the use of this feature at dusk.