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The plane of Ether

The Ethereal Plane is a misty, fog-bound dimension. Its “shores,” called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal Plane. Visibility in the Border Ethereal is limited to 60 feet. The plane’s depths comprise a region of swirling mist and fog called the Deep Ethereal, where visibility is limited to 30 feet.

Characters can use the etherealness spell to enter the Border Ethereal. The plane shift spell allows transport to the Border Ethereal or the Deep Ethereal, but unless the intended destination is a specific location or a teleportation circle, the point of arrival could be anywhere on the plane.

Border Ethereal

From the Border Ethereal, a traveler can see into whatever plane it overlaps, but that plane appears muted and indistinct, its colors blurring into each other and its edges turning fuzzy. Ethereal denizens watch the plane as though peering through distorted and frosted glass, and can’t see anything beyond 30 feet into the other plane. Conversely, the Ethereal Plane is usually invisible to those on the overlapped planes, except with the aid of magic.

Normally, creatures in the Border Ethereal can’t attack creatures on the overlapped plane, and vice versa. A traveler on the Ethereal Plane is invisible and utterly silent to someone on the overlapped plane, and solid objects on the overlapped plane don’t hamper the movement of a creature in the Border Ethereal. The exceptions are certain magical effects (including anything made of magical force) and living beings. This makes the Ethereal Plane ideal for reconnaissance, spying on opponents, and moving around without being detected. The Ethereal Plane also disobeys the laws of gravity; a creature there can move up and down as easily as walking.

Sea of Ether:

Hidden within the veils of the Border Ethereal that intertwines with the Material Plane lies the enigmatic Sea of Ether, also called The Medium. Unlike the ethereal mists that typically define this plane, the Sea of Ether is a unique expanse that manifests exclusively within the overlapping boundaries of the Material Plane. As denizens of the Material Plane traverse the vast emptiness of Wildspace, they unknowingly encounter a vacuum devoid of atmosphere. Yet, with the aid of magic, those who pierce the veil into the Ethereal Plane find themselves immersed in the ethereal depths of the Sea of Ether.

The Sea of Ether is an expansive liquid realm akin to water, yet it is not meant for mortal breath. This ethereal substance, also known as Ether, flows in varied speeds and directions around the celestial bodies, forming currents that some skilled navigators employ to propel their magical vessels. Situated at the heart of the solar system, this liquid Ether extinguishes non-magical flames and defines the borders of the cosmic sea beyond the last planet.

Traversing the Sea of Ether is unlike the ethereal travel experienced in the regular plane. Travelers cannot effortlessly move with their minds; instead, they must manipulate the Ether, pushing it to create propulsion. When in contact with Ether, a subtle numbness pervades the body, and exposure to its vapors can induce unconsciousness.

Despite the zero gravity experienced within the Sea of Ether, the liquid possesses peculiar buoyancy properties. While many materials remain unaffected, some react dynamically, moving in specific directions relative to the center of the Sea or the mathematical plane of the solar system, floating up or downwards, and even being pulled into the sun. The Ether’s influence extends to the edge of a planet’s atmosphere, creating a protective bubble around it. Traversing this boundary transports travelers back to the regular Border Ethereal of the planet.

Within the ethereal currents, adventurers may chance upon bubbles of breathable air. Upon entry, these bubbles create an attraction force similar to gravity, drawing travelers toward the most massive object within the bubble. Navigating this ethereal sea demands not only magical prowess but an understanding of the ever-shifting currents and the celestial dance of the cosmos. The Sea of Ether, a hidden gem within the vast expanse of the Ethereal Plane, invites those brave enough to explore its liquid mysteries.

Deep Ethereal

To reach the Deep Ethereal, one needs a plane shift spell or arrive by means of a gate spell or magical portal

Visitors to the Deep Ethereal are engulfed by roiling mist. Scattered throughout the plane are curtains of vaporous color, and passing through a curtain leads a traveler to a region of the Border Ethereal connected to a specific Inner Plane, the Material Plane, the Feywild, or the Shadowfell. The color of the curtain indicates the plane whose Border Ethereal the curtain conceals; see the Ethereal Curtains table.

Ethereal Curtains

dice: 1d30

1d30PlaneColor of Curtain
1Material PlaneGreen and turquoise
2ShadowfellDeep grey
3FeywildShimmering purple and blue
4Elemental ChaosSwirling mix of colors
5Plane of AirPale silver and blue
6Plane of EarthReddish-brown
7Plane of FireOrange
8Plane of WaterBlue and teal
9Plane of MetalShimmering silver
10Plane of AcidBright green and dark green
11Plane of PoisonMixed shades of green and purple
12Plane of ElectricityBright blue
13Plane of ColdBlue and white
14Plane of EnergyGlowing white and purple
15Plane of LifeGreen and bright brown
16Plane of NecromancyGrey and black
17Plane of TransmutationIridescent gold and copper
18Plane of DivinationSilver and lavender
19Plane of InvocationTranslucent aquamarine and opal
20Plane of AbjurationGold and white
21Plane of DivineShimmering gold
22Plane of CorruptionSilver and Black
23Plane of MindCobalt blue and silver threads
24Plane of GravityGradients of indigo and onyx
25Plane of VoidPurple and black
26Plane of DarknessPitch black
27Plane of ChaosRed and black
28Plane of OrderBlue and white
29Plane of TimeTerracota and coral
30Plane of CreationWhite with streaks of color

Traveling through the Deep Ethereal to journey from one plane to another is unlike physical travel. Distance is meaningless, so although travelers feel as if they can move by a simple act of will, it’s impossible to measure speed and hard to track the passage of time. A trip between planes through the Deep Ethereal takes dice: 1d10*10 hours, regardless of the origin and destination. In combat, however, creatures are considered to move at their normal speeds.

Ether Cyclones

An ether cyclone is a serpentine column that spins through the plane. The cyclone appears abruptly, distorting and uprooting ethereal forms in its path and carrying the debris for leagues. Travelers with a passive Wisdom (Perception) score of 15 or more receive dice: 1d4 rounds of warning: a deep hum in the ethereal matter.

Travelers who can’t reach a curtain or portal leading elsewhere suffer the cyclone’s effect. Roll a dice: 1d20 and consult the Ether Cyclone table to determine the effect on all creatures in the vicinity.

Ether Cyclones

dice: 1d20

d20Effect
1-12Extended journey
13-19Blown to the Border Ethereal of a random plane (roll on the Ethereal Curtains table)
20Hurled into the Astral Plane

The most common effect of an ether cyclone is to extend the duration of a journey. Each character in a group traveling together must make a DC 15 Charisma saving throw. If at least half the group succeeds, travel is delayed by dice: 1d10 hours. Otherwise, the journey’s travel time is doubled. Less often, a group is blown into the Border Ethereal of a random plane. Rarely, the cyclone tears a hole in the fabric of the plane and hurls the party into the Astral Plane.

Ethereal Plane Encounters

Most encounters in the Border Ethereal are with creatures on the Material Plane whose senses or abilities extend into the Ethereal Plane (phase spiders, for example). Ghosts also move freely between the Ethereal and Material Planes.

In the Deep Ethereal, most encounters are with other travelers, particularly ones from the Inner Planes (such as elementals, genies, and salamanders), as well as the occasional celestial, fiend, or fey.