Fighter
Base Class: Fighter

A Fighter Ghost of the Past is someone who awakens within him a ghost from the past, as his name suggests. These warriors awaken that ghost by a strong emotion such as anger or revenge.

This ghost fights alongside you and aids you in every situation it can. Also sometimes makes the best company.

Ghost of the past

When you choose this subclass at 3rd level, a ghost awakens within you. You learn to speak Quori, and the ghost knows Common, Quori, and one other language that you and your DM deem appropriate. If you already knew the Quori language you learn the extra language you chose for the ghost. You can determine the personality, alignment, etc… of your ghost when you choose this subclass.

Only you can see and hear the ghost, however if someone establishes a telepathic connection with you or you with someone, you can both see the ghost as long as the connection continues. In addition, it can also be seen by creatures that can see in invisibility, however the ghost does not count as an invisible creature in terms of having advantage in attacks or disadvantage when it comes to being attacked.

The ghost shares your initiative, proficiencies, fighting styles, and stats except Intelligence and Wisdom for which it has a 13 and 16 respectively. It can't move more than 10 feet from you and it can't pass through solids, plus it can't end its turn in the space of a creature other than you. The ghost shares your AC but can't carry shields and has 1 hit point. When the ghost drops to 0 hit points, moves more than 10 feet from you, you are unconscious, or uses its bonus action to disappear it goes missing. If the ghost is missing, as its bonus action it can appear in your space and if it has 0 hit points it gains 1 hit point.

The ghost cannot perform attack actions on it's own

Ghostly Actions

Also at level 3 you and your ghost learn to summon a bow made of translucent but visible matter. Mechanically it counts as a longbow. This bow can only fire ghost ammo, the amount of ghost ammo you have is equal to your constitution modifier and you can never have more than your max ghost ammo. At the end of a short or long rest you regain all ghost ammo. 

In addition, the ghost can use its reaction to make an attack of opportunity on a creature from your space with a duplicate of a melee weapon that you carry in your hands (the ghost picks it up with both hands). If the ghost was somewhere else, it teleports to your space.

Ghostly Presence

At 7th level, as a bonus action, you can have the ghost use its action to make an attack with a duplicate of a melee weapon that you carry in your hands (the ghost picks it up with both hands), or you can have it shoot a ghostly arrow with the spectral bow.

Also now the ghost can use its reaction to make the attack of opportunity in a space other than yours.

Control Life Essence

Also at 7th level As an action, you can have the ghost use its action to touch a creature's head and drain its life energy to restore half your ghost ammo (rounded up minimum of 1) and the creature takes 2d6 psychic damage in addition to being frightened. For this to take effect, the creature must make a wisdom save (DC = 8 + Proficency + Constitucion Modifier).

In addition when the ghost is in your space or missing, you can have it summon one of its arms into yours, and with this you can touch a creature's head and try to access it. As an action you can grapple a creature and if you succeed it remains at your mercy and does not resist the grapple, it can try to free itself every time you or the creature you have grappled take damage, you must also maintain concentration for the entire duration of this effect (18s). Once this duration is over you get all your ghostly ammo back and you can ask the creature a question, and it will answer honestly and truthfully, you can also choose to have it take 2d6 psychic damage and be terrified. If you succed on asking the question then the creature is immune to this effect for 1d4+1 days.

Ghost's eyes

At level 10 you can gain the ghost's vision for 10 minutes. During this mode you can see all creatures within 60 feet of you even if they are behind a wall, but you can only see terrain or objects within 10 feet of you, you are blind beyond this. During this duration you have Truesight and Blindsight.

You can use this ability 3 times maximum and each long rest you get 1 use back

Phantom Combo

Also at level 10 your abilities and those of your ghost allow you to mark an enemy with spectral power. When you make an unarmed strike towards a creature, you can choose to have it deal 2d6 psychic damage and mark the enemy with a ghostly blue aura around it, this mark disappears at the end of your turn.

While the enemy is marked your melee weapon attacks deal an extra 1d6 psychic damage, and if the creature isn't more than one size larger than you for each attack that hits the creature is moved 5 feet forward and you are moved 5 feet towards the creature without provoking attacks of oportunity. 

You cannot have more than one mark active at a time. At the end of your turn before the mark ends, it explodes and the enemy must make a wisdom save, on failure they take 2d6 psychic damage and are frightened.

Ethereal Jump

Starting at 15th level, when you see an enemy within 60 feet of you, you can use your bonus action to teleport into an adjacent area of that enemy in which you must be able to land.

Spectrum Expert

Starting at level 18 you have learned to make your ghost visible whenever you want, also now when he is invisible he can attack with advantage and be attacked with disadvantage.

You have also learned to focus your essence on that of the ghost and can cast invisibility on yourself at will and without spending any material components.

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