Ranger
Base Class: Ranger

In a world where the dead still roam in ghastly forms. Plaguing the land with fiendish torment and vile trickery. There are those dedicated to fighting against the ghosts and ghouls that blight the mortal worlds.. There exist hunters. Fighters of the land that tap into the power of there own soul. Coming to be known as "The Ghost Wardens"

The Ghost Wardens act as peacekeepers between the mortal and spiritual worlds.  Their powers originating from a faction of Rangers that through a dark ritual that split the original Ghost Wardens souls in half. One half residing to control their mortal body. The other becoming a phantasmal copy. Loyal to the Warden. Though many since have gained ghostly powers in other ways since. The Ghost Wardens now often find themselves aid with Clerics and Paladins. Serving as mediums between Morality and Death itself. Using their supernatural gifts in order to maintain some sense of balance between both sides of the Mortality coin. For you are a medium. A paragon of spirits itself.

Expanded spell list

Upon picking this subclass at level 3. You gain access to new. Ghastly spells. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

 

3rd level: False life. Protection from Evil and Good

5th level: See Invisibility 

9th Level: Spirit Shroud

13th level: Banishment 

17th level: Holy Weapon

Echo Of Sorrow

Also Upon picking this subclass at level 3.You begin to harness the power of your Soul Within. As a Bonus Action. You are able to split your soul in half.  Creating a ghastly duplicate of yourself.

  • Your Ghost shares your Stats. It's HP is based on Half of your Character health rounded up (EX. If you have a HP of 23. Your ghost will have 11 HP) AC is 13+Your proficiency bonus. The ghost is counted as a Undead. Your Ghost also attacks with a copy of whatever weapon you are currently wielding  Your ghost also uses your saving throw bonuses for it's saving throws
  • Your Ghost. Regardless of your race has Dark vision of up to 90 feet. 
  • Your Ghost can take of all basic actions. You can also cast a spell from the Ghosts position.
  • As a Bonus action on The Ghosts Turn. the Ghost can scream. Forcing hostile creatures within a 15 foot radius of the Ghost to make a wisdom saving throw based on your Spell DC. If failed the hostile creatures will become Frightened of the ghost. On your turn you are able to use a bonus action to swap places with your ghost if it is no more than 60 feet away from you
  • Your Ghost gain a extra attack at level 5
  • Your Ghost shares your initiative roll as its initiative. But takes it's turn immediately after your own.

You can summon your Ghost a number of times equal to your proficiency bonus before needing a long rest.

 Your select your Ghosts. Otherwise you can choose the ghosts appearance rom the Table bellow 

D6                         Appearance

1                           Your Ghost is a exact copy of you. However it glows with a Green. Or cyan spectral flame. Appearing to crackle 

2                          Your Ghost appears as a Skeletal version of yourself. Will-O Wisps circle around this clone of yourself  

3                          Your Ghost is a Shadow silhouette of you. It's eyes glowing a spectral green

4                          Your Ghost is a spirit that possesses you. Only to be unleashed upon using Echo of Sorrow 

5                          Your ghost is an Ancestor of yours. Guiding your path.

6.                        Your Ghost is your inner will unleashed as a Astral copy of yourself

Haunting Radiant

Also At level 3 in this subclass. You channel your ghostly energy and infuse them into your weapons. On a successful weapon attack. Once per turn you are able to add an additional 1d4 Radiant damage to said weapon attack. This increases to 1d6 at level 11.

 

Incorporeal hunter

At level 7 in this subclass. Your being to radiate further with the essence of a ghost. You learn the spell Invisibility. You can cast this a number of times equal to your proficiency without needing to consume a spell slot or needing material components before needing a short or long rest. While the spell is active. You can now phase through physical objects. If you end your turn inside a object you are forcefully purged out. Taking 1d10 force damage.

Additionally While you are within 10 feet of Your Ghost. You gain advantage on all weapon attacks

 

Flight of the Specter

At level 11 in this subclass. The spirit within you grows in power, gaining a newfound sense of freedom. Your ghost gains 30 flying speed and can hover on it's turn. In addition to that as a Action on your Ghosts turn. Or as either a reaction to a allied creature being hit within 40 feet of the Ghost. The ghost is able to tether your Ghost to a creature. Once Tethered. Your ghost will reduce the damage of their tethered creature by half. The ghost taking the rest of the damage. The tethered creature also gains advantage on their weapon attack rolls if they are within 10 feet of the Ghost

Paranormal Horizon

At level 15 in this subclass. You unlock the true power of ghostly energy. Tearing a rift between both worlds. Once per long rest when you summon your Ghostly other. You create a ghostly mist in a area within a 30 foot sphere of yourself. This Mist does the following 

  • The area is counted as heavily obscured to hostile creatures. While all allied creatures within the mist are counted as not obscured 
  • Hostile creatures within the mist can't make opportunity attacks against allied creatures.
  • Hostile Creature have disadvantage on Wisdom saves against being frightened 

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