Base Class: Rogue
Rogues who follow the path of the Ghostwalker exist at the threshold between life and death, drifting along the edge of mortality with skills that allow them to perceive and manipulate the forces of the spirit world. These spectral avengers walk in shadows and glide through walls, lending their powers to protect souls and deliver justice to those who prey on the helpless.
A Ghostwalker may be haunted by spirits, seeking to protect the living from dark forces or to right wrongs of the past. They are driven by a duty that extends beyond themselves, acting as silent sentinels of justice. These rogues combine skill, stealth, and ghostly abilities to strike fear into the hearts of the corrupt.
Ghostwalker’s Sight
Upon taking this archetype at 3rd level, you gain the ability to perceive spirits and the ethereal plane. You gain the following abilities:
Ghostly Perception: You can see into the Ethereal Plane up to 30 feet. Additionally, you can see invisible creatures and objects within this range as ghostly silhouettes.
Spectral Step: As a bonus action, you can step through the Ethereal Plane, allowing you to teleport up to 15 feet to an unoccupied space you can see. This ability recharges after a short or long rest
Soul Tether
Starting at 9th level, you can tether yourself to an enemy’s soul to gain an edge in combat.
Soul Mark: When you hit a creature with a Sneak Attack, you can mark its soul as your tethered target. For the next minute, you gain advantage on Perception and Investigation checks to track that creature, and you know the direction of the creature if it is within 1 mile of you.
Spectral Slip: As a reaction when the tethered creature attacks you, you can phase into a ghostly form, causing the attack to have disadvantage. You can use this reaction a number of times equal to your proficiency bonus, regaining all uses on a long rest.
Spectral Grasp
At 13th level, your connection to the spirit world empowers your attacks against creatures tied to undeath or malevolence.
Ethereal Strike: Once per turn, when you hit a creature with a Sneak Attack, you can choose to make the damage radiant instead of piercing or slashing. If the target is an undead or fiend, it takes an additional 2d6 radiant damage.
Deathly Glide: You gain a flying speed of 20 feet but must end your turn on the ground. You appear ghostly while flying, which can be unnerving to foes.
Spirit Walk
At 17th level, you gain the power to momentarily phase into the Ethereal Plane, moving through both enemies and obstacles as an avenging spirit.
Phase Through: As an action, you can become incorporeal for 1 minute. While incorporeal, you can move through creatures and objects as if they were difficult terrain. If you end your turn inside a creature or object, you take 1d10 force damage. During this time, attacks against you have disadvantage, and you have advantage on Dexterity (Stealth) checks.
Haunting Visage: Once per use of this feature, when you end your turn within 10 feet of an enemy, you can force it to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failure, the creature becomes frightened of you until the end of your next turn.
You can use this feature once per long rest.
Previous Versions
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