Ranger
Base Class: Ranger

Ghost Walkers are Rangers who are able to see ghosts and utilize powers similar to ghosts. They most often are somewhat antisocial with the living, but will often have long, animated conversations with ghosts. As they grow in power, they become more and more ghostlike. They take it upon themselves to guard the living from the evil undead.

Deathly Strikes

You can augment your attacks with wisps of ghostly magic. As a bonus action, you can imbue the weapon(s) you are currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an additional 1d6 necrotic damage on a hit. A creature can take this extra damage only once per turn.

Shielded From Death

Your experience with the undead has given you the ability to resist their attacks. If an undead targets you with an attack, make a Wisdom Saving Throw with a DC equal to the damage or 18, whichever is lower. On a success, you have resistance to the attack's damage. 

Incorporeal Form

You have learned to break free of your physical form for a short time. As an action, you can expend a spell slot and become incorporeal for a number of rounds equal to the slot's level squared. While incorporeal, you can move through physical objects, treating them as difficult terrain. You cannot end your turn inside an object. In addition, you have resistance to bludgeoning, piercing, and slashing damage while incorporeal.Your gear also becomes incorporeal. Any weapon attack that deals bludgeoning, piercing, or slashing damage instead deals necrotic damage. You can become corporeal again as a bonus action if you wish to end the effect early.

Ghostly Defense

You are able to instinctively become incorporeal for a split second, avoiding an attack. As a reaction when a creature hits you with a weapon attack, you can cause the attack to instead miss. Once you use this feature, you cannot use it again until you finish a short rest.

In addition, you are immune to the grappled condition.

Ethereal Avatar

You have learned to temporarily absorb ghosts into yourself. As an action, you can merge with a ghost. You become incorporeal. In addition, choose one creature that died in the past minute, or a creature you saw die that you had a strong emotional attachment to. If any part of the creature's alignment is opposite yours, you must make a DC 18 Charisma saving throw or change that part of your alignment to match theirs.You gain all damage resistances, damage immunities, special speeds, special senses, and languages they had in life. In addition, whenever you make an attack, if the creature had an attack of the same type (melee attack or ranged attack), a ghostly image of their attack appears behind your attack. It uses the same attack roll as your attack, but rolls its own damage. The damage die is whatever the creature's original attack used, but the damage type is psychic or necrotic(your choice.) These benefits (and if your alignment changed, the change), last for 1 minute.

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