Trapped between planes, these rogues able to blend their own form incorporeally, almost at will. Some are expert assassins, while others use their abilities to vanquish hostile spirits and other beings. Their power often astounds onlookers, allowing them to flash between realities in the blink of an eye.
Essence From 3rd level, when you choose this archetype, you gain the ability to become incorporeal for short periods of time. Your access to this energy is represented by a number of essence points, which are equal to 1 + your proficiency bonus. You can spend these points to access various features. You start knowing three such features: ghost form, ghost step, and ghost strike. You learn more features as you gain levels in this class. When you finish a short or long rest, any expended essence points are regained. Ghost Form. You can spend 1 essence point as a bonus action to blur your form until the end of your next turn. Any attackers have disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or if it is a celestial, fiend, elemental, or undead. Ghost Step. You can spend 1 essence point as a bonus action to cast misty step. Ghost strike. You can spend 1 ghost point as a bonus action to make your next weapon attack, whether melee or ranged, become pure energy as they phase into incorporeality until the end of your next turn. Your attack is made with advantage, and counts as magical for the purposes of overcoming damage resistance and immunity to nonmagical attacks. In addition, the bludgeoning, piercing, or slashing damage they deal is replaced by force damage. From 10th level, this affects all your weapon attacks until the end of your next turn. Improved Essence At 9th level, you gain the ghost body, ghost sense, and ghost speed features, and gain an additional 2 essence points (bringing your total to 3 + your proficiency bonus). Ghost Body. You can spend 1 essence point as a reaction when you are targeted by an attack or effect, to gain resistance to bludgeoning, piercing, or slashing damage from nonmagical attacks, until the start of your next turn. Ghost Sense. You can spend 2 essence points to gain truesight, to a range of 30 feet, for 1 minute. This means you can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger, or a creature that is transformed by magic. Furthermore, you can see into the Ethereal plane, within the same range. Ghost Speed. You can spend 2 essence points as a bonus action to haste yourself for 1 minute. You need to maintain concentration, as if you had cast the spell. Advanced Essence At 13th level, you gain the ghost leap and ghost smite features, and gain an additional 2 essence points (bringing your total to 5 + your proficiency bonus). Ghost Leap. You can spend 3 essence points as an action to cast dimension door. Ghost Smite. You can spend 3 essence points as a bonus action to cast blinding smite. Unquenchable Essence From 17th level, you gain an additional 2 essence points (bringing your total to 7 + your proficiency bonus). In addition, if you roll initiative and have 0 essence points remaining, you gain 4 essence points. Half-Life From 17th level, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. When you use an essence point to activate ghost body, you instead gain immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks, until the start of your next turn. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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