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