Approach of Ethereal Flesh
In guiding the dead away from the material, some soul-seers interest themselves in gaining such etherealness. The Approach of the Ethereal Flesh is the path many of these seers take, providing themselves the ability to move through solid substances or allow blows to move right through them. A fair warning to those who take on this approach however, as those who exploit this talent may find themselves forever fazed, stuck like the souls they wished to aid.
Intangible Body
Upon taking this approach at 3rd level, you have learned to make your flesh ethereal to protect yourself from danger. You have a pool of d6s that you spend to fuel this protection. The number of dice in the pool is 1 + your soul-seer level.
Upon taking damage, you can spend your reaction to spend dice from the pool. The maximum number of dice you can spend at once equals your Wisdom modifier (minimum of one die). Roll the dice you spend, add them together, and reduce the damage by that total. If this damage would be reduced to 0 and you would still have points left, half of this remaining amount is turned into temporary hit points.
Your pool regains all expended dice when you finish a long rest.
Translucent Limbs
Also at 3rd level, you gain proficiency in either the Sleight of Hand or Stealth skill (your choice). While you are in dim light or darkness, you can use your Wisdom modifier rather than your Dexterity modifier for their checks.
Ghostly Aspect
At 6th level, you can mimic the recently dead and empower yourself. As a bonus action, you can release one of your tethered spirits. Doing so provides you the following benefits until the start of your next turn. - You and anything you are wearing becomes ethereal, allowing you to move through non-magical difficult terrain, creatures, and objects without expending extra movement. If you start your next turn inside an object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take 1d12 force damage. - You gain a bonus to your AC equal to your Wisdom modifier (minimum of +1). - You regain a number of expended dice from your Intangible Body pool equal to your proficiency bonus.
Once you have used this feature, you can't do so again until you finish a long rest. You can regain a use of this feature by expending a spell slot of 2nd level or higher.
Spectre's Curse
Upon reaching 10th level, you can curse your attackers to be temporarily stuck between the realm of the living and dead. Upon using your Intangible Body feature, your attacker must make a Charisma saving throw against your spell save DC. On a failed save, your attacker becomes intangible, halving their movement speed and allowing any creature to move through their space until the start of their next turn.
One with the Ethereal
At 14th level, your flesh is as much tethered to the material plane as it is to the ethereal. You can cast the Etherealness spell without expending a spell slot. Doing so causes the spell to instead last up to 1 hour.
Once you have used this feature, you can’t use it again until you finish a long rest.

