Base Class: Fighter
The Order of Knights Incorporeal, or Ghost Knights, arose in the principalities of Morgau and Doresh. Fighters who follow the Ghost Knight archetype draw power from undeath and bring themselves closer to that grim fate in service to their vampiric and ghoulish masters.
“I have died a hundred deaths on a hundred fields. I will die again — but not before you.”
Ghost Shell
At 3rd level, you are surrounded by phantom versions of yourself — translucent projections drawn from the border between life and death.
**Ghost Attack.**
When you take the Attack action on your turn, you can use your bonus action to command your Ghost Shell to strike. Choose a point within 15 feet of you. The Ghost Shell lashes out at a creature within 5 feet of that point, making a melee or ranged weapon attack using your own attack bonus. This attack deals half damage and counts as magical.
**Phantom Step.**
As part of your movement, you can teleport to any space within 15 feet of you (no action required). When you do, your Ghost Shell vanishes and reappears in your previous location before drifting back toward you.
**Durability.**
Your Ghost Shell has an AC of 10 + your proficiency bonus + your Constitution modifier. It has hit points equal to 5 × (your Fighter level + your Constitution modifier). The Ghost Shell is immune to area of effect damage and non-attack-based single-target spells or effects.
If your Ghost Shell is destroyed, you can resummon it as a bonus action on your turn.
<em>Thematic Note: You fight as if your ghost is with you, dancing a half-step ahead of death — or of life.</em>
Linger in Death
At 7th level, you leave behind more than blood.
**Deathless Momentum.**
When you drop to 0 hit points, you don’t fall unconscious immediately. Instead, you remain active until the end of your next turn, ignoring the effects of being at 0 HP. You still make death saving throws as normal if you’re not healed before then. You can’t use this ability again until you finish a short or long rest.
**Ghost Surge.**
When a creature within 30 feet of you dies, your Ghost Shell surges with energy. You gain temporary hit points equal to your proficiency bonus + your Strength, Dexterity, or Constitution modifier (your choice each time).
These temporary hit points do not stack, and only apply once per creature that dies.
Taint of Undeath
At 10th level, you’ve learned to let the veil shield you.
When you are hit by an attack, you can use your reaction to halve the damage, as the blow partially passes through your spectral form. When you do, your Ghost Shell shimmers brightly.
Until the end of your next turn, the next attack made by your Ghost Shell against a creature is made with advantage.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a short or long rest.
Gravestrike
Starting at 15th level, your strikes ripple beyond flesh and bone.
When you hit a creature with an attack, you can expend a use of this feature to target the creature’s essence. The target must make a Charisma saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier).
On a failed save, they are incorporeally ruptured for 1 minute:
- They cannot benefit from resistance to bludgeoning, piercing, or slashing damage.
- They cannot regain hit points.
- They are partially ethereal, giving them disadvantage on Concentration checks and Strength saving throws.
A creature can repeat the saving throw at the end of each of its turns. A successful save ends the effect early.
You can use this feature twice per short or long rest.
Ghost Rider
At 18th level, your spirit can no longer be bound.
As a bonus action, you can enter a ghost phase for 1 minute. While in this state:
- Your Ghost Shell’s attacks deal full damage.
- You and your Ghost Shell can both attack when you take the Attack action. Your Shell makes one attack per Attack action.
- You gain resistance to all damage except force and radiant.
- You do not provoke opportunity attacks.
- When you teleport using your Ghost Shell’s feature, creatures within 5 feet of the space you leave or enter must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or become frightened until the end of their next turn.
Once you use this feature, you must finish a short or long rest before you can use it again.
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