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"Prestige" Class: Ghost

Any mortal creature might become a ghost. Adventurers have reported encounters with ghostly hounds whose barking and baying chill the bone. Others have run across the shades of beautiful elf maidens, so tormented by their undead state that their shrieks can stop a beating heart. Even horrific monsters such as beholders might rise in ghostly form.  Still, extraordinary circumstances are required for a soul to refuse the Great Wheel's call and linger in the world. Often, a disembodied spirit resists moving on due to unfinished business in life: a crucial quest unfulfilled, a responsibility not upheld, a duty not honored. Like anchors, these memories weigh on the ghost and force it to remain, at least until whatever troubles it has been resolved. The Shadowfell can also form ghosts from the newly dead. Shadow’s subtle influence can awaken memories, emotions, and sensations that quicken the spirit and prevent it from finding peace. Ghosts twisted by such power grow to resent and even hate the living, and in time they might lose all traces of their mortal existence, becoming vengeful wraiths. Finally, rare individuals with strong personalities, great magical power, or an extraordinary ability can cheat death through sheer force of will. They refuse to move on, unmoved by the Raven Queen’s demands. Such ghosts are the most powerful and feared of their kind, for they go wherever and do whatever they please. Regardless of the reasons for their formation or the powers they possess, all ghosts gradually fade away. The longer a ghost remains, the more tenuous its hold becomes on who it was Creating a New Ghost Ghosts join new or established adventuring groups for a variety of reasons. You can use any of the following examples as your character’s motivation for joining the group, or create one of your own. Haunted Item: Many ghosts haunt particular locations, but some instead have a connection to certain objects. You have a psychic bond with an item a player character carries. You might have owned this item in life, created the item, or been slain by it. Something about the item, or the character who now owns it, stirred your spirit into consciousness. You follow the item wherever it goes and are loath to let it out of your sight. Vanquished Enemy: You are the ghost of someone the player characters killed. Perhaps you have no recollection of how you died, but you know the adventurers are important to you in some way. Or you might remember them and seek to make amends for your misdeeds and villainy. This option is a strong choice if you’re joining a well-established party. The characters could be slow to trust you, though—if they do so at all. Although such tension can help create memorable roleplaying scenes, this option might not be appropriate for all groups. Watchful Relation: You have a connection to a living player character. You might be a parent, sibling, or family friend, and you feel a responsibility to watch over the character and offer advice, protection, and assistance. The person could have a special destiny, be committed to completing a quest you began when you were alive, or simply be someone you loved a great deal. Becoming a Ghost Converting an existing character to a ghost is an excellent option when being raised from the dead is not possible. Not every being comes back as a ghost, however, so you should work with your DM to come up with a suitable reason. The following examples are intended as starting points. When you rise as the ghost of a dead character, you appear in an unoccupied space nearest to where you died, at a time of the DM’s choosing. Manifestation can be instantaneous, or it can take hours, days, or even years. Dazed and Confused: Sudden, unexpected death can cause the soul to become disoriented, unwilling to believe it has died. You might linger for a time as a ghost until you come to terms with your demise. Your spirit might persist for one adventure or several. Unfinished Business: Player characters might become ghosts if they die before completing an important quest. Your commitment to the cause is too great to let death stop you. Your status as a ghost lasts only until the quest is complete; then you move on.
Prerequisites: Character level 1 or greater, Charisma 13+, your character must be died traumatically, and still be dead when you take the first level of this class. Special: If you are ever raised, reincarnated, resurrected or otherwise returned to life you lose access to your ghost class features but your level and proficiency bonus remain the same. You can later spend downtime days to convert your ghost levels into levels of cleric, sorcerer or wizard, even if you do not meet the multiclass prerequisites.  Special: As an ethereal spirit you cannot cross a magical portal unless you somehow are able to send a piece of your unburnt mortal remains through the portal or someone brings a bit of your physical remains like one of your teeth with them when they cross. Class Features As a ghost, you gain the following class features. Hit Points: When you gain levels in the ghost class, your hit points do not increase, but you still accumulate hit dice as you level up. Hit Dice: 1d8 per ghost level.  Proficiencies Saving Throws: You gain proficiency with Charisma or Constitution saving throws. Choose one.  Skills: None.  Tools: None. Level Class Features 1 Cause of Death, Ghostly Presence, Rejuvenation 2 Life Drain 3 Subclass: Phantasm or Poltergeist 4 Ability Score Increase 5 Invisibility 6 Flight 7 Master of Fright 8 Ability Score Increase, Malevolence Cause of Death Dying is traumatic to the spirit, and the experience stays with a newly formed ghost, shaping its existence and capabilities. When you become a ghost, you gain one of the following features, choose the one that best fits the manner of your death. Corrupting Gaze : You saw your death in another’s eyes, and your own eyes have become windows to what lies beyond. Creatures that meet your gaze recoil in horror as their instinct of self-preservation causes them to avoid what they glimpsed. Requirement : You must have been watched yourself be murdered. Benefit : You gain the corrupting gaze cantrip. Draining Touch : Necrotic energy lingers in your undead form, an echo of the attack that killed you. You can channel this dark power into creatures you touch to speed them to the grave. Requirement : You must have been killed by necrotic damage. Benefit : You are immune to necrotic damage and you gain an unarmed attack that targets your victims Constitution score instead of their AC, and deals necrotic damage equal to the higher of your Strength and Charisma modifiers. Creatures damaged by this attack reduce the amount of healing they receive from spent hit dice and magic by the amount of necrotic damage inflicted by the Draining Touch, at least until they are subject to a restoration spell or take a long rest.  Frightful Moan : You can loose a banshee wail that unravels your enemies’ courage and sends them fleeing. The sound reverberates around you, carrying with it all the loss and sorrow death entails. Requirement : You must have been killed by a psychic or thunder attack, or by an ally’s attack. Benefit : You gain the frightful moan cantrip.  Horrific Appearance : Many ghosts display the cause of their death in their undead forms. The more horrific the end, the more disturbing the ghost’s appearance becomes. You learn how to magnify the image of your death to terrorize your opponents. Requirement : You must have been killed by a disfiguring attack (such as from acid, fire, or lightning) or by a painful or terrifying experience (for example, torture, drowning, or suffocating). Benefit : You gain the horrific appearance cantrip and become proficient with the Intimidate skill. If you are already proficient in Intimidate you can instead double your proficiency bonus when attempting to scare living creatures.  Ghostly Presence As an ethereal spirit creature you cannot pick up or manipulate physical objects, so you cannot use equipment or benefit from magic items unless they too are ethereal. Your Strength score usually only affects other ethereal creatures and objects. You also cannot cross a magical portal unless you somehow are able to send a piece of your mortal remains through the portal or someone brings say one of your teeth with them when they cross. You gain the following benefits from your insubstantial state: You are undead and no longer need to breathe, eat, or sleep. You have advantage against magical effects that would make you exhausted or hungry, put you to sleep, or suffocate you. You cannot lose hit points or be killed by drowning, exhaustion, fatigue, starvation, or suffocation. You can take long and short rests without have to eat or drink anything.  You have resistance to acid, fire, lightning, necrotic, and thunder damage; you are also resistant to non-magical bludgeoning, piercing, and slashing damage.  You are also immune to cold and poison damage.  You are immune to disease. You are vulnerable to radiant damage. You have advantage on Stealth checks.  You can pass through solid objects treating them as difficult terrain but take 1d10 force damage if you start your turn inside a solid object. You can conjure an ectoplasmic copy of any one of your possessions that you were proficient with before you died by spending 1 hit point and making a DC 10 Intelligence check. The ectoplasmic item loses any enhancement bonus the original had (if any). The item persists until you are reduced to 0 hit points or take a long rest. If you conjure an ectoplasmic weapon it deals psychic damage, and if you conjure up a weapon that requires ammunition, each piece of ammunition needs to be conjured separately.    Any spells you knew now deal psychic damage when you cast them, unless they dealt force damage in which case they still deal force damage.   Rejuvenation At 1st level, when you drop to 0 hit points or fewer, your ghostly form dissolves into ectoplasm, a residue some incorporeal creatures leave behind when they touch objects or are destroyed. You are removed from play. If you have any hit dice to spend, you can do as a reaction, reappearing with the appropriate number of hit points. Otherwise, at the end of each hour, make a Charisma saving throw. If you succeed, you reappear with your full normal hit points. In any case, when you reappear, you do so at a point with 30 feet of the space you last occupied or the nearest unoccupied space next to a piece of your mortal remains (if they are on the same plane).  Life Drain At 2nd level, you gain a life drain attack that reduces its victims maximum hit points by the necrotic damage inflicted, and gives you a number of temporary hit points equal to the hit points that they lose. You gain a number of life drain dice equal to your ghost level. To make a life drain attack you must spend a life drain die and roll an attack against your victims Armor Class. Each die spent adds both a +1 bonus to the attack roll, and deals an additional +1d8 necrotic damage if it hits. If you have the corrupting gaze ability, you recover spent life drain dice each time you reduce a creature to 0 hit points or less with a life drain attack.  If you have the draining touch ability, each die deals 1d8 + the higher of your Charisma or Strength modifiers.  If you have the frightful moan ability, a successful life drain attack also causes the target to flee their speed away from your ghost and have an effective speed of 0 on their next turn.  If you have the horrific appearence ability, a target hit by your life drain also ages a number of years equal to the damage dealt. A lesser restoration spell can reverse the premature aging if cast within 1 hour.  Subclass At 3rd level, you choose whether to specialize in the Phantasm or Poltergeist ghost subclasses. Phantasms can create illusions and ectoplasmic traps and terrain, while Poltergeists can manipulate their environment using telekinesis.  If you choose to develop into a Phantom you gain the Phantasmagoria class feature and the Spook class feature. Phantasmagoria At 3rd level, a phantom ghost learns to convert their emotional energy into ectoplasm that they can shape into semi-real magic traps that they traditionally use to haunt a location. The traps can only inflict 1d6 force or psychic damage for every hit point invested in them, they occupy a cube 5-feet across for every hit point the ghost invests in the trap, they can pull or push a creature 5-feet for every hit point invested in them The created phantasmagoria last until triggered or until the ghost that created them is reduced to 0 hit points or less, or the ghost travels more than 1 mile from the trap. When the phantom creates a phantasmagoria it chooses an emotion such as anger, curiosity, fear etc. and when that emotion is detected the trap activates, mindless creatures and those under certain spells are undetectable by the trap. Each phantasmagoria affects ethereal and physical creatures normally and when the trap is triggered the ghost that created it receives a momentary glimpse of it activating as long as the ghost is within 1 mile. The phantom can only invest total number of hit points equal to its ghost level in any single trap. Phantom subclass ghosts also learn how to cast the minor illusion and ghost sound cantrips which they can incorporate into their traps, the duration of the illusion becoming sustained by the ectoplasmic creation. A phantom ghost can also disable phantasmagorias created by itself or other ghosts absorbing the hit points invested in them by making an Intelligence check with a DC equal to 10 + the hit points invested in the trap.  Spook At 3rd level, a phantasm can frighten any creature it scares with a successful Intimidate check DC equal to half the creatures remaining hit points, and they remain frightened until they successful save against the fear effect DC 8 + the ghosts proficiency bonus + half its ghost level or until they take a short rest. When the phantom ghost reaches 5th level, they learn to cast the fear spell a number of times before a long rest equal to 1 + their Charisma modifier. 7th level, they learn how to cast the phantasmal force spell which they can recover by spending a hit die when they take a short rest.  If you choose to develop into a Poltergeist subclass ghost you gain the Telekinesis and Unseen Spirit class features Telekinesis At 3rd level, the poltergeist ghost can make full use of its Strength score to telekinetically manipulate a single object and it can concentrate on a single creature or object that weighs less than its Strength score x 20 lbs to lift it effortlessly and throw it up to 50 feet. Dealing damage to the thrown creature or object equal to half the character's ghost level plus its Strength modifier, and thrown creatures must make Dexterity save to land on their feet, those training Acrobatics gain advantage to this save. If the ghost is proficient with armor it can focus its concentration on wearing the armor but it can't manipulate more than one item at a time. Unseen Spirit At 3rd level, the poltergeist ghost can take an action to become invisible to creatures whose passive perception is less than the sum of the ghost's Charisma score + its ghost level. This invisibility lasts until the ghost attacks or ceases to concentrate on the effect. The ghost still casts a reflection. This invisibility never extends to any object or armor the ghost is carrying or wearing. At 5th level, the poltergeist can become invisible and fly 30 feet as a reaction to taking any damage.  Ability Score Increase: Limited Invisibility At 5th level, you can become invisible for a number of rounds equal to your Charisma score before a short rest, while invisible you still cast a reflection which can be used to reveal your location if a searcher has a mirror.  Flight At 6th level, you gain a fly speed equal to your speed and can hover. Master of Fright At 7th level, you gain advantage on Intimidation checks. You frighten any creature that you successfully intimidate and any creature that is subject to a fear effect you cause can't save against the effect until they take a short rest. Ability Score Increase: Malovence
Corrupting Gaze ghost cantrip Casting Time: 1 bonus action Range 15 foot cone Components S (the ghost must raise it open hands above its head) Duration: a number of rounds equal to the ghosts Charisma modifier, minimum 1 Your spectral eyes glow brightly and any living creature that meets your gaze with a 15-foot cone sees their life flash before their eyes. Living creatures in the cone must make an Intelligence saving throw or take 2 necrotic damage and be frightened for a number of rounds equal to the ghosts Charisma modifier. They can spend an action on their turn to retry the Intelligence save. Frightened creatures have disadvantage on ability checks and attack rolls while they can see the ghost and they cannot willingly move closer to the ghost. 
Frightful Moan ghost cantrip Casting Time: 1 action Range: 60 feet radius Components V You unleash a banshee wail that drains the courage from the living and makes them flee in terror. All living creatures that are within 60 feet must make a Wisdom save or take 1d4 psychic damage and forced to take the dash action on their next turn to move away from you.
Horrific Appearance ghost cantrip Casting Time 1 action Range 20 foot radius Components S You magnify the image of your death to terrify all living creatures in a 20 foot radius who must succeed on a Charisma save or be frightened for until the end of their next turn. Frightened creatures have disadvantage on ability checks and attack rolls while they can see the ghost and they cannot willingly move closer to the ghost. If the creatures have fewer hp remaining than the ghosts Strength score, then they also take 1d6 psychic damage.