Base Class: Fighter
A Ghost Samurai is both a warrior of honor and a figure of fear, bound by tradition yet unafraid to break it when survival demands it. As a samurai, there is mastery in open combat—precise strikes, disciplined stances, and unshakable resolve to face enemies directly. As a ghost, there is reliance on stealth, misdirection, and psychological warfare, using silence, shadows, and sudden strikes to overwhelm foes. This balance of blade and cunning creates a warrior who fights with both the strength of a noble samurai and the haunting presence of a relentless phantom.
Level 3: Ghost Stances
GHOST STANCE
Once per Long Rest (or 2 per Long Rest at higher levels)
Activation: Bonus Action (requires the party to have reduced at least one enemy to 0 HP since the start of your last turn).
Effect: You enter a terrifying stance for 1 minute. While in Ghost Stance:
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Fear Aura: Any hostile creature of your choice within 30 ft. that can see you must succeed on a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Charisma modifier) or become Frightened of you until the end of your next turn.
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Ghost Strikes: Once on each of your turns when you hit a creature with a melee weapon attack, you can deal an extra 1d8 psychic damage as your terrifying presence cuts deeper than the blade.
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Focused Fury: You have advantage on your first melee attack roll each turn while in Ghost Stance.
Duration: Concentration, up to 1 minute.
Ghost Wolf Summon
When activating Ghost Stance, roll a d6:
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1–2: The wolf’s spirit does not answer the call.
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3–6: A spectral wolf appears within 10 ft. of you and fights alongside you.
Wolf Stats: Use the standard Wolf stat block from the Monster Manual, but it is spectral (resistant to nonmagical damage, immune to poison). Its attack damage is reduced to 1d4 + proficiency bonus piercing (instead of the normal wolf bite) to keep balance.
Duration: The wolf lasts until Ghost Stance ends or until it is reduced to 0 HP.
Control: On your turn, the wolf acts immediately after you and obeys your commands (no action required). If not commanded, it defends itself.
Limitations: After using Ghost Stance, you gain one level of Exhaustion if you immediately use it again before finishing a Long Rest.
OR
Stances
INCLUDES
Standoff Duel
Once per Short or Long Rest
Activation: When initiating combat, if a hostile creature wielding a melee weapon and is similar size/weight to you is within 30 feet, you may offer a Standoff Duel. The duel only begins if the enemy is willing to face you one-on-one.
The Duel:
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You and the chosen foe make a contested Dexterity check.
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On a success, you strike first before initiative is rolled:
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First Strike: Immediately make one melee weapon attack against the target. On hit, you deal an additional 2d6 damage.
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Focused Resolve: You have advantage on your first attack roll against that target during the first round of combat.
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On a failure, your stance falters, and the opponent gains advantage on their first attack roll against you in the opening round.
Restrictions:
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Only works against weapon-wielding Humanoids, Monstrosities, or Fiends of Medium or Large size.
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Both combatants must be aware of each other — no surprise rounds.
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Cannot be used more than once per combat.
Demons Bane
Fiend Stance (Demon’s Bane)
Effective against: Fiends & Aberrations
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Gain advantage on attack rolls against Fiends and Aberrations.
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On a hit, deal an extra 1d6 psychic damage as your presence cuts into their mind.
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Once per stance, you can force a Fiend or Aberration within 30 ft. to make a Wisdom save (DC = 8 + Prof + Charisma) or become Frightened for 1 minute (repeat save at end of turn).
Predators Focus
Predators Focus
Effective against: Beasts & Monstrosities
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Gain advantage on melee attack rolls against Beasts and Monstrosities.
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When you hit one, deal an extra 1d6 slashing damage.
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If a Beast/Monstrosity fails a Wisdom save (DC = 8 + Prof + Charisma), it is Frightened until the end of your next turn.
Spirits Wrath
Undead Stance (Spirit’s Wrath)
Effective against: Undead
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Melee attacks against Undead are treated as magical.
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On a hit, you deal an additional 1d6 radiant damage.
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You have advantage on saving throws against being Frightened or Charmed by Undead.
Stone Breaker
Construct Stance (Stone Breaker)
Effective against: Constructs
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Once per turn, when you deal damage to a Construct, add your Proficiency Bonus to the damage roll.
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Constructs have disadvantage on saving throws against being shoved or knocked prone by you.
Warriors' terror
Humanoid Stance (Warrior’s Terror)
Effective against: Humanoids
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Gain advantage on attack rolls against Humanoids who have fewer hit points than you.
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Once per turn, when you reduce a Humanoid to 0 HP, you can make an Intimidation check as a Bonus Action to frighten another within 30 ft. until the end of your next turn.
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Humanoids that are Frightened by you take an extra 1d4 psychic damage when you hit them.
Way of the samurai AND Terror of the ghost
Way of the Samurai
Activation: Reaction, 1/Short Rest.
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When an enemy hits you with a melee attack, you may make a contested attack roll. If your roll equals or beats their attack roll, you parry the strike, taking no damage.
AND
Terror of the Ghost
Your legend has spread so far that enemies falter at the sight of you.
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When you roll initiative, choose a number of creatures equal to your Charisma modifier (minimum 1) within 60 feet who can see you.
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Each chosen creature must make a Wisdom saving throw (DC = 8 + Prof + Cha). On a failure, it is Frightened of you until the end of your next turn.
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Once per combat, while in Ghost Stance, when you reduce a creature to 0 HP, all enemies within 30 feet must immediately make the same save or be Frightened.
Unyielding Will AND The Ghost’s Last Breath
Unyielding Will
Activation: Once per Long Rest.
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When reduced to 0 HP but not killed outright, make a Con saving throw (DC 10). On a success, you instead drop to 1 HP.
AND
The Ghost’s Last Breath
In your final moments, the Ghost refuses to fall, striking terror into foes before death claims you.
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When reduced to 0 HP (but not killed outright), you can immediately rise with 1 HP and activate Ghost Stance for free, even if you have no uses left.
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While in this final stance:
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All attacks you make are at advantage.
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All attacks against you are at disadvantage.
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Enemies that see you must succeed on a Wisdom saving throw (DC = 8 + Prof + Cha) or be Frightened until the stance ends.
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This stance lasts 1 minute or until you are reduced to 0 HP again. When it ends, you automatically fall unconscious and begin death saving throws.
Unseen Death
Unseen Death
The Ghost moves faster than the eye can follow, striking down foes before they can react.
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When you activate Ghost Stance, you may immediately make a melee attack against each enemy of your choice within 30 ft. that you can see.
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These attacks are made at advantage.
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If any attack reduces a creature to 0 HP, you can move up to half your speed without provoking opportunity attacks.
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Recharge: Once per Short or Long Rest.
Death Incarnate
Death Incarnate
The Ghost becomes a force of myth — unstoppable, inevitable, and terrifying.
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When you enter Ghost Stance, for 1 minute you gain the following:
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Ghost’s Wrath: Once per turn, when you hit a creature with a melee attack, you can force it to make a Wisdom save (DC = 8 + Prof + Cha). On a failure, the creature is Frightened until the end of your next turn.
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Phantom Strikes: You may make two attacks per opportunity attack instead of one.
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Relentless Death: If you reduce a creature to 0 HP, you may immediately make another attack against a different creature within range.
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Recharge: Once per Long Rest.







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