TEXT:  
  Otherworldly Patrons 
  The beings that serve as patrons for warlocks are mighty 
  inhabitants of other planes of existence—not gods, but 
  almost godlike in their power. Various patrons give their 
  warlocks access to different powers and invocations, and 
  expect significant favors in return. Some patrons collect 
  warlocks, doling out mystic knowledge relatively freely or 
  boasting of their ability to bind mortals to their will. Other 
  patrons bestow their power only grudgingly, and might 
  make a pact with only one warlock. Warlocks who serve 
  the same patron might view each other as allies, siblings, or 
  rivals. 
  The Spirit 
  You made a pact with an entity which dwells on the 
  Ethereal Plane. This creature is no mere ghost, it is a 
  titanous soul whose presence can be felt on the Material 
  Plane. 
       Such a Spirit's motivations are patently unclear. Perhaps 
  it is driven mad by centuries of isolation on the desolate 
  plane, or perhaps it is plotting, calculating revenge against 
  those that wronged it in life in a long game spanning aeons. 
  Whatever its motive, it has granted you powers of the 
  ethereal, allowing you to move between the Planes with 
  greater and greater ease as your powers grow.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Spirit Expanded Spells 
  Spell Level 
  Spells 
  1st 
  detect magic, dissonant whispers 
  2nd 
  phantasmal force, see invisibility 
  3rd 
  blink, Leomund's tiny hut 
  4th 
  Leomund's secret chest, phantasmal killer 
  5th 
  telekinesis, wall of force 
  Incorporeal Movement 
  Beginning when you select this patron at 1st level, you can 
  move through other creatures as if they were difficult 
  terrain. This movement is limited to 5 feet each turn and 
  does not provoke opportunity attacks. You take 2d10 force 
  damage and are shunted to the nearest available space if 
  you end your turn inside a creature or object. 
       At 10th level, you can move through objects, in addition 
  to creatures, as difficult terrain. 
  Ethereal Sight 
  At 1st level, you can see into the Ethereal Plane within 60 
  feet of you. 
  Ethereal Jaunt 
  At 6th level, as a bonus action, you can magically shift 
  from the plane you currently occupy to the Ethereal Plane 
  for 1 round. You may move no further than 10 feet from 
  where you originated on the Ethereal Plane. After using this 
  ability, you cannot do so again until you complete a short 
  or long rest. 
  Ghost Touch 
  Beginning at 10th level, your melee attacks overcome 
  damage reduction against incorporeal undead, such as 
  spectres and wraiths. Additionally, your attacks and spells 
  affect creatures on the Ethereal Plane normally as if they 
  were on the Material Plane. 
  Ethereal Shunt 
  Beginning at 14th level, as an action, you can forcibly 
  move anything from the material plane into the Border 
  Ethereal. Choose either a single object less than 100 cubic 
  feet in volume or a single creature within 5 feet of you. If 
  that creature is unwilling, it must make a Charisma saving 
  throw against your spell save DC. On a failure, it is shunted 
  to the Ethereal Plane (as per the spell etherealness) for a 
  number of rounds equal to your Charisma modifier 
  (minimum 1) or until you lose your concentration (as if 
  concentrating on a spell).  
       Once you have used this ability, you cannot do so again 
  until you complete a short or long rest. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/The Spirit.pdf