Half Ghost (5e Class)
From D&D Wiki
- 1 Half Ghost
- 2 Creating a Half Ghost
- 3 Class Features
- 3.1 Table: The Half Ghost
- 3.2 Basic Ghost powers
- 3.3 Going Ghost
- 3.4 Ghost Energy
- 3.5 Controlled Flight & Phasing
- 3.6 Elemental Spirithood
- 3.7 Ability Score Increase
- 3.8 Ghost Sense
- 3.9 Ghostly Prowess
- 3.10 Overshadow
- 3.11 Ghostly Wail
- 3.12 Ghost Shield
- 3.13 Duplication
- 3.14 Ghostly Level Up
- 3.15 Repulsion Field
- 3.16 Final Wail
- 3.17 Overcharger
- 3.18 Frost Spirit
- 4 Multiclassing
A human is locked in combat with mercenaries trying to kill him, their blades swinging at his body in an attempt to claim flesh. A misstep from the human allows the blade to meet its mark, and pass right through it with no effect. "You intend to kill what's half dead?" White rings encompass the humans body as his attire becomes fashionable battle armor. His eyes glow green as he shoots energy from his hands, making quick work of his foes.
A Half Ghost gains its power from a dimension called the Ghost Zone, usually from a being inside that realm through a ritual or a mistake in practicing necromancy. Some say the power and calls of the realm to join the afterlife will drive you insane one day, but most just say "I'm going ghost!"
Creating a Half Ghost
- Quick Build
You can make a Half Ghost quickly by following these suggestions. Strength should be your highest ability score, followed by Dexterity, then Constitution.
As a Half Ghost you gain the following class features.
- Hit Points
Armor: Medium & Light armor
Weapons: Simple Weapons, Unarmed attacks
Tools: Smith's tools
Saving Throws: Constitution, Dexterity
Skills: Athletics and choose two skills from Acrobatics, History, Nature, Survival, perception, or Religion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain shirt or (b) Leather armor
- Explorer's Pack
- If you are using starting wealth, you have 5d4x10 in funds.
|1st||+2||Basic Ghost Powers, Going Ghost|
|3rd||+2||Controlled Flight & Phasing, Elemental Spirithood|
|4th||+2||Ability Score Improvement, Ghost Sense|
|8th||+3||Ability Score Improvement, Ghost Shield|
|12th||+4||Ability Score Improvement|
|13th||+5||Ghostly Level Up|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
Basic Ghost powers
Starting at level 1 you begin to gain control over your ghostly abilities. Many of your abilities draw on your power within through ghost points. Your ghost point maximum is equal to your Half Ghost level or 3, whichever is higher (unless you're multiclassing, in that case it's equal to your Half Ghost level). You regain all of your ghost points after a long rest, or half rounded up after a short rest. When you would be hit by an attack or object you can use 1 ghost point and your reaction to perform a Dexterity Saving Throw (DC 11) to temporarily become intangible and let only 1 attack or object go through your body without harming you, this feature can only be used once per round.
Starting at level 1 you can use your bonus action to transform your body into your ghost form by enveloping yourself in 1 or 2 rings of light originating from somewhere on your body. Your body is mostly the same in this form, your hair turns white and your eyes become the color of your choice, your visible clothes are what you wore when you received your powers. You can make full use of your powers while in this form. You can stay in this form for up to 1 hour or turn it off at will before your limit using your bonus action. You can't use this transformation again until 30 minutes have passed since transforming back to normal.
While transformed you gain the following features: Your AC increases by 2. Add your proficiency bonus to your Strength checks, all your attack die, and all your damage die. The base damage for your unarmed strike is 1d8 and your movement speed increases by 10. If your HP would be reduced to 0 or below but you would not be killed, instead you transform back to normal and have your HP become 1, then perform a Constitution Saving Throw (DC 15) to determine if you remain conscious. If you become unconscious in this form then you change back to normal.
Beginning at level 2 you find that you can start to directly harness the energy in your body. You can shock a person or object you touch or successfully melee attack, dealing 1d6 additional Lightning damage, if you are transformed you may deal 1d10 Lightning damage instead.
You can fire a small blast of energy from anywhere on your body at a target that is up to 60 feet away. Make a ranged spell attack roll adding your dexterity modifier, if successful you can deal 1d8 Thunder damage and push the target back 5 feet or you can deal 1d10 Lightning damage to a target. If you are transformed then you may spend 1 Ghost Point to add an additional 1d10 Thunder damage.
Controlled Flight & Phasing
Starting at level 3 you gain more control over your ghost powers. While transformed or Overcharged, you can now fly as far as your movement speed or hover in mid air. While hovering in combat you gain advantage on your attack rolls, but if your opponent makes an attack roll of your AC or higher, they force you to the ground and you become prone, no damage is suffered from falling.
Even while not transformed you can use your full action and perform a Survival roll (DC 13) to become intangible or invisible until before or after your next turn (your choice), you can spend 1 Ghost Point to become both. While intangible you can go through walls, floors, or ceilings, but you can't attack, be attacked, or interact with anything and can only be affected by magic or spells. If you are invisible then you can only be seen by those that can see ghosts, auras, or other supernatural phenomena.
At 3rd level, you may choose 1 of the 2 following archetypes: Overcharger or Frost Spirit.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Starting at level 4 you can sense when another ghost or something related to necromancy or a creature with malicious intent towards you becomes within 100 feet of you in the form of visibly cold air coming from your mouth for a brief second, if an object other than a part of you is within 1 foot your mouth during this phenomena it becomes frozen and brittle.
Starting at the 5th level you can attack twice instead of once when you take the attack action on your turn.
Starting at the 6th level you can attempt to possess another living being within 10 feet of you by using your full action, they must perform a Wisdom Saving Throw (DC 13+Wis Mod). If they fail then you enter their body and control all their actions until you leave it or they succeed a Wisdom Saving Throw (DC11+Wis Mod) on their turn (they can attempt again every 5 minutes outside of combat). While inside their body they are aware of everything happening (if they were conscious when possessed) and any effect or damage that would happen to you inflicts the host's body and mind instead. If you leave the host of your own free will then you can drain their life to fuel your own upon leaving, in which case add their HP to your own until they are at 0 or you are at maximum, also all your ghost points are restored to your maximum. If they succeed the saving throw then you are forcefully removed from their body, knocked prone, and can't Overshadow again for 24 hours.
Starting at the 7th level you now have a better sense of what you are capable of and begin to understand the ways it can be used. To use this attack you must use all of your current ghost points and be transformed or Overcharged. Using your full turn except for your movement, you unleash nearly all the power in your body in a loud yell from your mouth in the form of a cone of energy that reaches 30 feet in front of you, all creatures caught in it must make a Constitution Saving Throw (DC 16) or they take Xd10 Thunder damage (X being the number of ghost points used) and are pushed to the end of the cone as well as knocked prone, on a successful save they take half damage. After using this attack you transform back to normal, become prone, suffer 1 level of exhaustion, and can't use the transformation(s) that were active when using this ability again for 24 hours.
Starting at the 8th level you begin to learn how to make objects using your powers, you can use your action and any number of ghost points to create a shield that can block attacks. This shield (about the size of a normal shield and whatever shape desired) can be placed anywhere within 30 feet of you and can be interacted with, or it could be a bubble around you with a 5 foot diameter. Both types can absorb Xd8 damage with X being the number of ghost points used, however, only you can only have 1 active ghost shield at a given time and it only lasts for 10 minutes before disappearing.
Starting at the 10th level you figure out that you can make more than a shield. You can use your Action and 5 ghost points to create a copy of yourself within 10 feet of you (you can pay 10 ghost points for 2 copies, 15 for 3, or 20 for 4). It acts based on your mental commands and shares your stats and abilities with a few exceptions: its health is your level times 1d4, it has 3 ghost points, when it dies or 10 minutes pass it vanishes, it can't use the Ghostly Wail, Ghostly Prowess, or Elemental Spirithood ablities.
Ghostly Level Up
From level 13 on your transformed self becomes even stronger from your experience. Whenever you would roll for damage inflicted by you while transformed, the damage die is increased by 2 (for example: 1d6 becomes 1d8, 1d10 becomes 1d12, and so on...)
Starting at the 17th level you can surround your body with energy and cause an explosion. Using 2 ghost points, all creatures within 10 feet must make a Dexterity Saving Throw (DC 15) to avoid being pushed back 5 feet and taking 4d10 Thunder damage. The damage is halved on a successful save.
From level 20 on you know just how powerful you are and know that sometimes sacrifices must be made. When you use the Ghostly Wail you can make it even more powerful by throwing all of your ghost powers into it, if you choose to then you can add an extra d8 of damage for each ghost point used and if any creatures caught in the attack rolled lower than the number of Ghost points used on their saving throw then they die immediately. Using this feature costs you all of your ghost powers and you no longer have levels in this class (you keep your health maximum). To regain your ghost powers and start again you must use 100 gold and perform an 8 hour ritual to summon the being that gave you your powers. (It's response to the summon and request is up to the DM)
You have decided to focus on the natural energy within you, allowing you to more reliably release it in larger and longer lasting bursts.
- Living Battery
You may now remain transformed for 2 hours instead of 1 and can cast the Light cantrip for no cost once per 24 hours. At level 5 onward your transformation can go even further. You may use 3 Ghost Points and your Bonus Action to become Overcharged until: 2 hours have passed, you transform back from Going Ghost, or use your Bonus Action to deactivate it (whichever comes first). While in this form, you emit an aura in the color of your choice that casts a bright light for 5 feet and dim light for 5 feet beyond that. You also gain the following benefits while Overcharged: your AC increases by 2 and the base damage for your Ghost Energy & Overcharger abilities becomes 2d10.
- Power Burst
At level 10 onward you can further empower yourself, albeit temporarily. When you would make an attack roll, you may use 1 Ghost Point to gain advantage on that roll and the critical range for that die for this roll becomes (20 - STR Mod) to 20.
- Hyper Charge
At level 12 onward you learn to recharge in action. Once, you may become Overcharged without paying Ghost Points, then, you may attack a 3rd time during your next Attack Action. You regain use of this ability after a long rest.
At level 15 onward you've found new ways to empower yourself. You may use your Bonus Action and 1 Ghost Point to use the Disengage, Dodge, or Dash action, any creatures of your choice 10 feet or closer to you until the beginning of your next turn takes 1d10 fire damage.
You have discovered that you have a very limited control of ice, and begin to hone that skill to make it stronger.
- Wind Chill
When you are hit or missed by a melee attack, that creature performs a CON Saving Throw (DC 13), upon failure they take 1d6 cold damage. You know the Ray of Frost cantrip. At level 5 onward your AC increases by an additional 1 while transformed. When a creature within 15 feet of you makes a melee attack, you may use 1 Ghost Point and your Reaction, that attack is made at disadvantage.
- Cold Shoulder
At level 10 onward, if you would phase through a being or structure, you may attempt to freeze it with a Survival Check against its AC, upon success it takes 2d10 cold damage and its movement is halved until the end of your next turn, upon critical success the target is encased in ice for 1d4 turns and takes 3d10 cold damage, upon failure you are forced out of its space and take 1d6 cold damage. This ability can only be used once per round.
At level 12 onward, you are able to unleash large amounts of cold from your body. Using your full turn and 5 Ghost Points, you can make any number of creatures you choose within 30 feet of you do a CON Saving Throw (DC 15 + Wis Mod), if they fail then their movement speed becomes 0 for 1d4 rounds as their bodies desperately try to fight off freezing and they take 2d10 cold damage, they aren't bound upon success. If this ability brings you to 4 or less Ghost Points, gain 3 Ghost Points, it then snows inside a 10 foot radius of you for 10 seconds.
At level 15 onward, you are able to make up to large sized structures you've seen before out of ice by using your Action and 1 Ghost Point. You can make a large structure or wall of any shape up to 15 feet long and 1 foot thick up to 30 feet away from you that lasts for 10 minutes before completely breaking down. Any creature other than yourself that touches it takes 1d10 cold damage and becomes stuck to it. During their turn or every minute they may make a STR check (DC 10) to break free, otherwise they remain attached until it breaks. While attached, the creatures takes an additional 1d10 cold damage every minute.
Prerequisites. To qualify for multiclassing into the Half Ghost class, you must meet these prerequisites: STR 16, DEX 15