Talk:Ghost Caller (5e Class)
I think I added enough fluff, but if there is more that needs to be added, please tell me on this page. And if you have any tips, ideas or anything on how to make this class better, please do tell me here too. Its supposed to be a primarily support class, but I felt that if I didn't give it much to deal damage with, it would be a waste of an idea and class. So its mostly support oriented, with enough fighting capabilities to hold its own. I'm gonna remove the fluff stub just so it doesn't get marked to be taken down, but I would appreciate it if you could help guide me to fix the class if it still isn't fixed. Thank you! I hope that removing the stub isn't going against any rules.
Subclasses?[edit]
I really like this class, it's really interesting, but it is lacking subclasses, which all other classes have. I feel like if you could find specific ways for specific Ghost Caller's to be able to use their abilities it would make this class so much more interesting.
Elaboration on Subclasses[edit]
Perhaps the subclasses could revolve around (1) the elemental souls, (2) gaining more ghostlike abilities like wall-walking and ethereal travel, and (3) banishment and turning/negating of undead/extraplanar beings? All you'd really need to do is add abilities based on that choice every so often; not sure about the balance point of the class so far but if its low-power you can just add in a few extra features for it (probably 3 per subclass, including the first elemental choice ability as the Fire and Ice subclass's first ability). If its already balanced out, maybe reducing the Hit Die size and/or skill selection in order to account for new abilities added.
As a suggestion:
> 5th level: (1) gain the normal Fire & Ice souls; (2) gain Frightful Presence that scales with your level and a spell-like ability that replicates a spell related to the ethereal plane; (3) gain the option to turn undead/extraplanars and control them.
> 7th Level: Gain Calm, Haste, and Sloth Boundaries as normal, but for the others (1) gain the normal Wind and Acid Boundaries; (2) gain Boundaries related to freedom of movement, levitation, or some other ghostlike ability; (3) gain the ability to banish undead/extraplanars (banished undead recede to the Shadow Plane (Corporeals) or Ethereal Plane (Incorporeals)) and a field that negates any summons abilities such creatures might have.
> 13th Level: You can probably add another ability onto this level to be fair, so this would probably be the final subclass ability. Potentially (1) resistance to some forms of elemental damage, (2) immunity to necrotic damage and resistance to physical damage, but vulnerability to radiant damage, and (3) resistance to necrotic damage as well as advantage to saves against spells and spell-like abilities used by undead/extraplanars.
Again these are just suggestions, I've been wanting to allow this in a campaign I'm about to start running but it doesn't have subclasses so I'm worried nobody will choose it over the other classes.
- Leninistka