Base Class: Fighter
Designed to be used in tandem with Ghost Man race.
Level 3: Spectral Partner
Your curse has evolved far enough for you to enhance your fighting techniques. You learn maneuvers that unleash the Specter, and are fueled by special dice called Specter Dice.
Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Specter Die. You have four Specter Dice, which are d8s. A Specter Die is expended when you use it. You regain all expended Specter Dice when you finish a Short or Long Rest.
You gain an additional Specter Die when you reach Fighter levels 7 (five dice total) and 15 (six dice total).
Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.
Level 3: Spirit of entropy
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. You also gain a +3 bonus to AC until end of turn, and you gain proficiency in one skill of your choice from the skills available to Fighters at level 1.
Level 7: Keen Instincts
As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
Once you use this feature, you can’t do so again until you finish a Long Rest. You can also restore a use of the feature by expending one Spectral Die (no action required).
Level 10: Improved Spectral Bond
Your Specter Die becomes a d10.
Level 15: Phantasmal Flow
The Specter will occasionally attack with you of its own accord. However, the sudden split can serve as a bit distracting when in the heat of combat.
Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.
Level 18: Awakened Specter
Your Specter Die becomes a d12.
Level 3: Spectral Combinations
The combinations are presented here. "Aspects" effect The Ghost-man. Combinations without "Aspect" call upon the Specter.
Aspect: Chilling Presence
Ghost-men aren't known to show their emotions. In combat this can lead to more easily terrifying enemies into submission.
When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Superiority Die and add that die to the roll.
Aspect: Ethereal Swiftness
As a Bonus Action, you can expend one Specter Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn. If an opponent would miss an attack, you may reposition behind them. If no other enemies are within line of sight make a Stealth roll. Add the rolled number to this check.
Aspect: Guiding Wind
Those who fight alongside a Ghost-man will find that they are never forgotten, even if not acknowledged. Its not uncommon for the Ghost to use their speed to disrupt the battlefield and give their allies a chance to strike.
When you hit a creature with an attack roll, you can expend one Specter Die to maneuver one of your comrades into another position. Add the Specter Die roll to the attack’s damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.
Aspect: Otherworldly Grace
Ghost-men often take advantage of their speed. Going from one target to the next, leaving behind a wake of blood and gore. Not stopping until every hostile is either dead.
When you hit a creature with a melee attack roll using a weapon or an Unarmed Strike, you can expend one Specter Die to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Specter Die. The damage is of the same type dealt by the original attack.
Aspect: Spectral Stride
When unnoticed Ghost-men tend to stay that way. Drifting through a battlefield like a swift breeze.
When you make a Dexterity (Stealth) check or an Initiative roll, you can expend one Specter Die and add the die to the roll, unless you have the Incapacitated condition.
Aspect: Steel Blizzard
A Ghost-man's blade is as swift as they are. Often the only thing their enemies see is a silver streak before they are cut down or their attacks negated.
When another creature damages you with a melee or ranged(non-magical) attack roll, you can take a Reaction and expend one Specter Die to reduce the damage by the number you roll on your Specter Die plus your Strength or Dexterity modifier (your choice).
Blade of the Specter
When you make an Attack action on your turn and you have a Spectral Weapon out on the battlefield, you may instead have your Specter form and attack an enemy within 10ft of itself. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. The Specter's damage and Hit/DC are equal to the Spectral Weapon. You may expend a Specter Die and add the result to both the Damage and Hit/DC.
The rules for the Specter's weapon are the same as "Blade Toss" 's Spectral Weapon. This does not cancel out "Blade Toss" 's teleport.
Blade toss
As a Bonus Action create a spectral duplicate of a melee weapon you are wielding and throw it up to 15ft away. Until your next turn you may teleport to said weapon without incurring an Opportunity Attacks. Spectral weapon does not have the copied weapons Mastery, enchantments, does the weapons standard damage(Piercing/Bludgeoning/Slashing), and will disappear upon your next turn.
If you were to hit creature with said throw then you may add a Spectral die to increase the chances of hitting. If hit is successful enemy will be impaled by the weapon, and teleporting will provide an opportunity attack on said enemy. If hit fails the spectral weapon will be knocked to a random space within 5ft of enemy. DM rolls 1d8 to decide which space.
Teleporting causes the Spectral Weapon to vanish.
Disarming Brutality
The Ghost-man calls upon the Specter to attack the opponent's weapon with brutal strength. Attempting to either knock the weapon away or take their hand.
When you hit a creature with an attack roll, you can expend one Specter Die to attempt to disarm the target. Add the Specter Die roll to the attack’s damage roll. The target must succeed on a Strength saving throw or drop one object of your choice that it’s holding, with the object landing in its space.
Ethereal Soul-Link
Before joining both the Ghost-man and the Specter had lived their own lives. Occasionally their past experiences surface in there mind. Allowing for better insight in some situations.
When you make an Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one Specter Die and add that die to the ability check.
False Weapon
As a Bonus Action, you can expend one Specter Die to summon the Specter's weapon in your off hand, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Specter Die to the attack’s damage roll.
Impatient Ethereal
The Specter, ever eager for combat, makes a swipe with its weapon. Taking advantage of the enemy's blunder.
When a creature misses you with a melee attack roll, you can take a Reaction and expend one Specter Die to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the Specter Die to the attack’s damage.
Lunge and Lash
As a Bonus action, you can expend one Specter Die and take the Dash action. If you move at least 5 ft. in a straight line before hitting with a melee attack as part of the Attack action this turn, you can add the Specter Die to the attack’s damage roll. If you do this with a Spectral Weapon on the field and the target is between you and the weapon, you may make an additional Attack upon reaching the Spectral Weapon. Assuming the target is within range and/or you have the movement to reach them.
This dismisses the Spectral Weapon after the follow up Attack is made, and therefor negates "Blade Toss" 's teleportation.
Malicious Spirit
The Specter takes it's smoke form and surrounds the target, aiding allies in attacking them..
When you hit a creature with an attack roll, you can expend one Specter Die to distract the target. Add the Specter Die roll to the attack’s damage roll. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn.
Phantom Weapon
The Specter slyly hands you the handle of its own weapon. Fully forming it upon attacking to surprise the enemy.
After making an Attack action, you can expend one Specter Die to summon a Spectral Weapon in your off hand, and make an additional follow up attack. Adding the results of the Specter Die to the Spectral Weapon's damage and Hit/DC.
Spectral Weapon is a copy of an equipped melee weapon, your choice. Its damage is standard(piercing, bludgeoning, slashing) and does not copy enchantments or any weapon Masteries.
Precise Aid
The Specter forms and follows up the Ghost-man's miss with a stab of its own weapon. Taking advantage of the narrow window provided by the missed attack.
When you miss with an attack roll, you can expend one Specter Die, roll that die, and add it to the attack roll, potentially causing the attack to hit.
Specter of Malice
The Specter manifests and attempts to brutalize a creature within 5ft. with a swift and overwhelming strike using a spectral weapon.
When you hit a creature with an attack roll, you can expend one Specter Die to attempt to frighten the target. Add the Specter Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.
Should the target die, enemies with line of sight must instead make the Wisdom saving throw or suffer the Frightened until the end of your next turn. Additionally if the initial target should die you'll leave a Spectral Weapon in their corpse.
This Spectral Weapon follows the same rules as "Blade Toss" 's Spectral Weapon.
Spectral Shove
The Specter forms and attacks in tandem with the Ghost-man using its full strength. Knocking the opponent away and creating breathing room.
When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Specter Die to attempt to drive the target back. Add the Specter Die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.
Spectral Slam
The Specter forms behind the opponent and attempts to knock them to the ground.
When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Specter Die and add the die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.
Spectral Taunt
The Specter forms briefly to taunt a target creature. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn. Spend a Specter Die and subtract the result from the targets saving throw.

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