Ranger
Base Class: Ranger

Ghost Walkers glide across the balance of life and death. They fuel their power with the ethereal plane and purge the world of unseen evils. Ghost Walkers are known for their ability to easily hunt and track creatures that use the ethereal and border ethereal planes to prowl on the weak. These rangers usually stay in the shadows, lurking in the darkness of the material plane or the border ethereal, waiting for ghosts and other unearthly beings to strike.

Ghost Walker Magic

Ghost Walker Spells

Ranger Level

Spells

3rd

Protection from Evil and Good

5th

Detect Thoughts

9th

Blink

13th

Mordenkainen's Faithful Hound

17th

Banishing Smite

Spirit Sense

At 3rd level, when you use your Primeval Awareness ability, you can also determine if there are creatures on the border ethereal or ethereal within this range. Additionally, you gain undead as a favored enemy. If you already had undead as your favored enemy, instead choose one more from the list.

Alternatively, if you do not have Primeval Awareness, you instead learn the spell detect evil and good, which doesn't count against the number of ranger spells you know, and can cast it once without expending a spell slot. Once you cast the spell in this way, you can't do so again until you finish a long rest.

Cloak of the Phantom

At 3rd level, you learn to draw on the power of the ethereal plane to protect yourself.  When you take damage, you may use your reaction to momentarily step into the border ethereal or ethereal, halving the damage remain in the you would have taken. You border ethereal for 1 minute, until you are incapacitated, or until you use a bonus action to return to the material plane. You can use this feature a number of times equal to half your proficiency bonus rounded down (minimum once), recharging on a long rest.

However, while outside of the initiative, you may more easily travel to the ethereal plane. As an action, you may enter the ethereal or border ethereal. You may stay here for a number of hours equal to your proficiency bonuter initiats. However, if you enive, the stress and concentration required of combat distracts you, causing you to leave the plane and return to the material. Once you cross planes this way, you cannot do so until you take a short or long rest.

Additionally, you have advantage on savings throws against any effect that would possess or magically age you.

Spirit Strike

By 7th level, you're an expert at hiding in the ethereal plane and drawing on its ghostly powers. As a bonus action, you can channel ethereal energy into your strikes. For the next minute or until you are incapacitated, all of your attacks deal an extra 1d8 force damage. Undead instead take 2d8 force damage. Additionally, any creature that takes this damage is unable to travel to the ethereal or border ethereal plane until the end of their next turn. You regain the use of this ability when you take a long rest.

Ghostly Shroud

At 11th level, you can phase through walls and solid barriers. You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.

Wraith Touched

At 15th level, you can fully take on a Wraith Form. As an action, you can take on this Wraith Form for the next minute or until you're incapacitated. While in this form, you are resistant to all damage but psychic and radiant and can travel to and from the border ethereal as an action.

Additionally, you gain the ability to possess creatures. You may attempt to possess a humanoid within 5ft of you as an action. The creature must succeed a Charisma saving throw equal to your spell save DC or become incapacitated and lose control of its body. You now control the body but don't deprive the target of its awareness. While possessing a creature, you can't be targeted by any attack, spell, or other effect, except ones that turn undead. You retain your Intelligence, Wisdom, Charisma, scores but otherwise uses the possessed target's statistics. However, you don't gain access to the target's knowledge, class features, or proficiencies.

You can attempt to possess a creature that is already possessed by a contested Charisma check against the spirit possessing the target. On a successful check, you can remove the spirit possessing a target, choosing to possess the target should you wish.

The possession lasts until the body drops to 0 hit points, you end it as a bonus action, or the you are turned or forced out by an effect like the dispel evil and good spell. When the possession ends, you reappear in an unoccupied space within 5 feet of the body. The target is immune to this ability for 24 hours after succeeding on the saving throw or after the possession ends. If your Wraith Form would end while you're possessing a creature, it instead doesn't end until your possession ends.

Alternatively, you can attempt to possess an undead. An undead that fails against your possession is instead instantly destroyed if it has fewer hit dice than you. If you possess a creature with more hit dice than you, you take 5d10 psychic damage and instantly drop out of your Wraith Form. 

Once you use this feature, you cannot do so again until you finish a long rest.

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