Base Class: Artificer
Armed with a mighty spirit wand hooked up to their arcane backpack the Ghost Trapper sets off on adventure wether this is to seek fortune and glory or to protect the world from supernatural threats depends on the individual. Others often look at a Ghost Trappers as a crazy occultists or a swindling charlatans. The truth is they can be a bit of both.
But when the end of times are approaching and ancient demonic gods are trying to breakthrough into this dimension their is no one you would rather have by your side.
Sprit Wand
A powerful wand hooked up to an arcane backpack. These wands fire stream of radiant energy that can grapple any creature.
Occult knowledge
A life dedicated to the occult aids when recalling ancient history and obscure religious rituals.
Improved Wand
Your wand now deals extra damage and can grapple stronger creatures. Fiends and Fey now also have disadvantage to save against the grapple effect of your Spirit Wand.
Banishment Bolts
Super charge your arcane backpack to fire a bolt through your radiant stream to banish creatures back to their original realm.
Crossing the streams
Overcharge your arcane backpack and Spirit Wand to create a rift into another plane.
Spirit Trap
The spirit trap is used to drag unwanted ghosts into a pocket dimension. They can then be stored away in a spirit vault.
As an action throw your trap at an undead creature you have grappled with your spirit wand, the target must make a constitution saving throw or be trapped within a pocket dimension.
A Ghost-Trapper should have access to a Spirit Vault at their base of operations (this is not built into the subclass and should be created with DM how it will work in your campaign.)
At level 5 this can also trap fiends.
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