SIGNING IN

Points de Vie

Dés de Vie 1d4 par niveau

Maîtrises

WIS , CHA

Ghost

Niveau Bonus de Maîtrise Capacités Supernatural Powers Manifestations Known
1 + 2 Spirit Form Possession Unfinished Business 1 0
2 + 2 Spirit Form Possession Unfinished Business 1 0
3 + 2 Spirit Form Possession Unfinished Business 1 1
4 + 2 Spirit Form Possession Unfinished Business 1 1
5 + 3 Spirit Form Possession Unfinished Business 2 2
6 + 3 Spirit Form Possession Unfinished Business 2 2
7 + 3 Spirit Form Possession Unfinished Business 2 3
8 + 3 Spirit Form Possession Unfinished Business 2 3
9 + 4 Spirit Form Possession Unfinished Business 3 3
10 + 4 Spirit Form Possession Unfinished Business 3 3
11 + 4 Spirit Form Possession Unfinished Business 3 3
12 + 4 Spirit Form Possession Unfinished Business 3 4
13 + 5 Spirit Form Possession Unfinished Business 4 4
14 + 5 Spirit Form Possession Unfinished Business 4 5
15 + 5 Spirit Form Possession Unfinished Business 4 5
16 + 5 Spirit Form Possession Unfinished Business 4 5
17 + 6 Spirit Form Possession Unfinished Business 5 5
18 + 6 Spirit Form Possession Unfinished Business 5 6
19 + 6 Spirit Form Possession Unfinished Business 5 6
20 + 6 Spirit Form Possession Unfinished Business 5 6

Sorts de Classe

thaumaturgy|phb augury|phb armor of Agathys|phb arms of Hadar|phb disguise self|phb speak with animals|phb detect evil and good|phb heroism|phb jump|phb longstrider|phb protection from evil and good|phb sanctuary|phb shield of faith|phb wrathful smite|phb alter self|phb blur|phb branding smite|phb darkvision|phb enhance ability|phb lesser restoration|phb levitate|phb locate animals or plants|phb locate object|phb mirror image|phb Nystul's magic aura|phb pass without trace|phb see invisibility| spider climb|phb blinding smite|phb blink|phb crusader's mantle|phb feign death|phb fly|phb haste|phb nondetection|phb protection from energy|phb speak with plants|phb spirit guardians|phb remove curse|phb tongues|phb aura of life|phb aura of purity|phb death ward|phb fire shield|phb freedom of movement|phb greater invisibility|phb locate creature|phb Otiluke's resilient sphere|phb staggering smite|phb antilife shell|phb banishing smite|phb circle of power|phb destructive wave|phb greater restoration|phb thaumaturgy|xphb augury|xphb armor of agathys|xphb arms of hadar|xphb disguise self|xphb speak with animals|xphb detect evil and good|xphb heroism|xphb jump|xphb longstrider|xphb protection from evil and good|xphb sanctuary|xphb shield of faith|xphb wrathful smite|xphb alter self|xphb blur|xphb shining smite|xphb darkvision|xphb enhance ability|xphb lesser restoration|xphb levitate|xphb locate animals or plants|xphb locate object|xphb mirror image|xphb nystul's magic aura|xphb pass without trace|xphb see invisibility|xphb spider climb|xphb blinding smite|xphb blink|xphb crusader's mantle|xphb feign death|xphb fly|xphb haste|xphb nondetection|xphb protection from energy|xphb speak with plants|xphb spirit guardians|xphb remove curse|xphb tongues|xphb aura of life|xphb aura of purity|xphb death ward|xphb fire shield|xphb freedom of movement|xphb greater invisibility|xphb locate creature|xphb otiluke's resilient sphere|xphb staggering smite|xphb antilife shell|xphb banishing smite|xphb circle of power|xphb destructive wave|xphb greater restoration|xphb

Capacités de Classe

Niveau 1

Spirit Form
Possession
Unfinished Business

Niveau 10

Medium

Niveau 11

Unfinished Business

Niveau 12

Ability Score Improvement

Niveau 15

Incorporeal Movement

Niveau 16

Ability Score Improvement

Niveau 17

Unfinished Business

Niveau 19

Ability Score Improvement

Niveau 2

Otherworldly Insight

Niveau 20

Journey's End

Niveau 3

Manifestations

Niveau 4

Ability Score Improvement

Niveau 5

Rejuvenation

Niveau 6

Unfinished Business

Niveau 8

Ability Score Improvement

Progression d'Incantation

Progression d'Incantation: full

Maîtrises

Weapons

none

Skills

Équipement de Départ

You start without any equipment. Any equipment granted by your background either exists in a place designated by the DM or is lost.

Capacités de Classe

Spirit Form (Level 1)

At 1st level, your mortal body has perished, but your spirit remains tethered to the Material Plane.

Your creature type is undead, you can't make attacks, and you can't cast spells using other classes' features. You can't interact with objects and equipment willingly, although creatures, traps, and other hazards can harm you normally. Your hit points can't be restored except by spending hit dice or completing a long rest, and you leave behind no body when you die.

You must obey the laws of physics and are slowed by difficult terrain as normal. Although your faltering tether can be a hindrance, it provides the following benefits:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

  • You have immunity to poison damage.

  • You are immune to the grappled, petrified, poisoned, prone, and restrained conditions.

  • You take no damage from falling.

As a disembodied spirit, you no longer require air, food, drink, or sleep. You also gain abiding magical abilities:

  • Ethereal Sight: You can see into the Ethereal Plane within 30 feet of you.

  • You can cast thaumaturgy at will, requiring no components.

If a ghost class feature allows you to cast a spell, you do so at its lowest possible level. Your spellcasting ability is Charisma.

Some of your ghost class features require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:

Ghost

Possession (Level 1)

As an action, you can possess one willing humanoid you can see within 5 feet of you. A possessed creature is called your host. You then disappear and can only perceive your surroundings through the host's senses.

While possessing a host, you can't be targeted by any attack, spell, or other effect, except ones that turn undead. You retain your alignment and game statistics, such as ability scores and class features, and maintain your position in initiative. The host can continue to act as normal, and you continue to take actions on your turn in combat.

Your host gains the following benefits while you possess them:

  • Your host benefits from your special senses, such as Ethereal Sight, and your language proficiencies, if any.

  • You can communicate with your host telepathically and vice versa.

  • Whenever your host makes an ability check with a skill or tool, an attack roll with a weapon, or a saving throw, you may roll a d4 and add the result to their roll's total if you have proficiency with that skill, tool, weapon, or saving throw.

While possessing a host, you can only take actions granted by ghost class features. You also gain additional action options:

  • Embolden: As an action, you grant your host temporary hit points equal to your Charisma modifier (a minimum of 1). These hit points are lost when the possession ends.

  • Harmonize: As an action, you grant your host advantage on the next attack roll they make before the start of your next turn.

  • Project: As an action, you can use your Possession ability on a new target. When used in this way it has a range of 30 feet, and after changing hosts you can immediately take another action other than this one.

If an effect requires you to target creatures or establish distances, do so as if you were in the host's space. If your host takes damage while you're concentrating on a spell, you must save to maintain concentration as if you'd taken the damage yourself.

The possession lasts until the host drops to 0 hit points, you possess a different creature, you end it as a bonus action, or you are turned or forced out by an effect like the dispel evil and good spell. Unless you're possessing a new host, you appear in an unoccupied space within 5 feet of the host you vacated.

Variant: Animal Forms

Some ghosts appear in animal form, representing totem beasts or unusual familiars.

When you gain the Spirit Form ability at 1st level, you can designate one medium or smaller beast to represent you. You appear as the chosen creature, though you are spectral. Other than your size category, none of your game statistics change. Your creature type remains undead, and any capacity for flight is withheld until 15th level, when it is represented by Incorporeal Movement.

When using your abilities that possess a host, you may elect to remain visible: tucked in a pocket; circling overhead; wreathing them in an aura; or running alongside them. Regardless of your choice, the restrictions on the actions you can take and effects that can target you are the same.

Unfinished Business (Level 1)

Different ghosts have different reasons to linger in the mortal world. The unfinished business you choose reflects this purpose and the ends to which you guide your allies and hosts.

At 1st level, you choose an unfinished business that describes your agenda in the mortal world: Duty Not Done, Malice Unsated, Mischief Not Managed, or Restless Blade. Each unfinished business is detailed at the end of the class description. Your choice grants you features when you choose it at 1st level, and additional benefits at 6th, 11th, and 17th level.

Otherworldly Insight (Level 2)

Starting at 2nd level, your mystical premonitions allow you to better guide your allies and thwart your foes. You can cast augury, requiring no components. When cast in this way, the reading simply becomes known to you, marked by a gust of chill wind, a distant birdcall, or some other supernatural phenomenon.

Once you cast augury in this way, you must finish a short or long rest before you can do so again.

Manifestations (Level 3)

Drawing on the forces that sustain you, you've learned to manifest abiding magical abilities, twisting your spirit body to suit your needs.

At 3rd level, you gain a manifestation of your choice. Your manifestation options are detailed at the end of the class description. When you gain certain ghost levels, you gain additional manifestations of your choice, as shown in the Manifestations Known column of the Ghost table.

Whenever you complete a long rest, you can choose one of the manifestations you know and replace it with another manifestation for which you meet the prerequisites.

  • Chill Of The Grave

    While possessing a creature, you can cast hold monster, targeting only your host. When cast in this way, the spell requires no components, and ends early if the possession ends.

    Once you cast hold monster in this way, you must finish a short or long rest before you can do so again.

  • Cloak Of Sorrows

    If a creature hits your host with a melee attack while your host has temporary hit points from your Embolden action, the creature takes a number of 1d6 psychic damage equal to your Supernatural Powers value, as shown in the Ghost table.

  • Ghostly Flicker

    While possessing a host, you can cast blade ward at will, requiring no components. When cast in this way, the spell affects your host, not you, and ends early if the possession ends.

  • Haunting Guise

    As an action, you can momentarily take on a horrifying appearance. Each non-undead creature within 30 feet of you that can see you or a creature you're possessing must succeed on a Wisdom saving throw or be frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if they are within 30 feet of you, ending the effect on itself on a success. Your host, if any, is immune to this effect, and affected creatures treat them as the source of their fear.

    Once you use this feature, you must finish a short or long rest before you can use it again.

  • Keening Wail

    As an action, you can release a haunting moan. Creatures within 10 feet of you that can hear you must make a Constitution saving throw. A creature that fails takes 2d6 psychic damage and has disadvantage on saving throws until the end of your next turn. Your host, if any, is unaffected.

    Once you use this feature, you can't use it again until you roll for initiative.

  • Knot In The Weave

    While possessing a spellcaster, you can use your action to replenish some of their spent spell slots. When you do, your host can choose spell slots to recover with a combined level equal to or less than half your ghost level (rounded up). None of the recovered slots can be 6th level or higher. Once you use this feature, you must finish a long rest before you can use it again.

    For example, if you're a 4th level ghost, your host can recover up to two levels' worth of spell slots. They can recover either a 2nd-level spell slot or two 1st-level spell slots.

  • Knowledge From Beyond

    You can cast divination, requiring no components, gleaning answers from the spirits of the beyond. After casting the spell in this way, you can choose one skill, tool, or language. For the next 10 minutes, you and any creature you're possessing have proficiency with the chosen skill, tool, or language.

    Once you cast divination in this way, you must finish a long rest before you can do so again.

  • Knowledge From Within

    One foot in the otherworld lets you draw on experience far beyond your years. You may add your Charisma modifier to the result of any Arcana, Nature, History, or Religion check you make.

  • One With The Mist

    While possessing a creature, you can cast invisibility or gaseous form targeting only your host. These spells end early if the possession ends. Alternatively, while not possessing a creature, you can cast misty step. When cast in this way, these spells require no components.

    After using this manifestation once, you must finish a short or long rest before you can use it again.

  • Otherworldly Spark

    While possessing a willing creature, your host's attacks with nonmagical weapons are considered magical.

    Additionally, you can cast elemental weapon, requiring no components, targeting one weapon worn or carried by your host. The spell ends early if the possession ends.

    Once you cast elemental weapon in this way, you must finish a long rest before you can do so again.

  • Phantasmal Strike

    Be it with spectral blades, grasping tendrils, or raking claws, you've mastered manifestations with which to assault your foes. You can cast spiritual weapon at will, requiring no components, and can attack with it despite your Spirit Form.

  • Spectral Affinity

    You can spend 1 hour drawing a magic item within 5 feet of you into the Border Ethereal. The item then disappears or is subsumed into your spectral form.

    Thereafter, you are considered to be wielding, wearing, or carrying the item as appropriate. If eligible, you can attune to the item while this process occurs. You can't affect an artifact or sentient item this way, and you can be bound to no more than 3 magic items at a time. The item appears at your feet if you die, or if you use an action to break your bond with it.

  • Spirit Sight

    You can cast comprehend languages, detect evil and good, detect magic, locate object, and see invisibility, requiring no components. You can do so a total number of times equal to your Charisma modifier (a minimum of once) and regain all expended uses when you finish a long rest.

    While possessing a creature, you share the benefits granted by these spells with your host.

  • Tear In The Veil

    You can cast etherealness, requiring no components, targeting yourself, your host (if any), and up to three willing creatures within 10 feet of you.

    Once you cast etherealness in this way, you must finish a long rest before you can do so again.

  • Voice Of The Departed

    While not possessing a creature, you can cast speak with dead at will. When cast in this way, the spell requires no material component, and has a range of touch.

    Additionally, you automatically know when the corpse tells a lie (though you don't have the power to compel it to tell the truth).

Ability Score Improvement (Level 4)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Rejuvenation (Level 5)

At 5th level, when you are reduced to 0 hit points but not killed outright, you can use your reaction to possess a willing humanoid within 30 feet of you. If you do, you become unconscious but stable. Your host gains none of the usual benefits of your Possession ability, and you become unstable again if the possession ends. After occupying a host for 1 hour, you regain 1 hit point, become conscious, and the possession ends.

Unfinished Business (Level 6)

Different ghosts have different reasons to linger in the mortal world. The unfinished business you choose reflects this purpose and the ends to which you guide your allies and hosts.

At 6th level, you choose an unfinished business that describes your agenda in the mortal world: Duty Not Done, Malice Unsated, Mischief Not Managed, or Restless Blade. Each unfinished business is detailed at the end of the class description. Your choice grants you features when you choose it at 1st level, and additional benefits at 6th, 11th, and 17th level.

Ability Score Improvement (Level 8)

When you reach 8th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Medium (Level 10)

Just as you project your spirit body from host to host on the Material Plane, you've learned to cast a web in the Border Ethereal, serving as a conduit between allies near and far.

As of 10th level you can cast Rary's telepathic bond at will, requiring no components. Creatures connected in this way have advantage on saving throws to resist being charmed or frightened.

Unfinished Business (Level 11)

Different ghosts have different reasons to linger in the mortal world. The unfinished business you choose reflects this purpose and the ends to which you guide your allies and hosts.

At 11th level, you choose an unfinished business that describes your agenda in the mortal world: Duty Not Done, Malice Unsated, Mischief Not Managed, or Restless Blade. Each unfinished business is detailed at the end of the class description. Your choice grants you features when you choose it at 1st level, and additional benefits at 6th, 11th, and 17th level.

Ability Score Improvement (Level 12)

When you reach 12th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Incorporeal Movement (Level 15)

By 15th level, you've learned not only to strengthen your grip on the Material Plane but also to weaken it, unshackling you from the harsh laws of reality.

You gain a flying speed of 40ft.

Additionally, when moving, you can pass through other creatures and objects as if they were difficult terrain. If you end your turn inside an object, you take 1d10 force damage and appear in the nearest unoccupied space.

Ability Score Improvement (Level 16)

When you reach 16th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Unfinished Business (Level 17)

Different ghosts have different reasons to linger in the mortal world. The unfinished business you choose reflects this purpose and the ends to which you guide your allies and hosts.

At 17th level, you choose an unfinished business that describes your agenda in the mortal world: Duty Not Done, Malice Unsated, Mischief Not Managed, or Restless Blade. Each unfinished business is detailed at the end of the class description. Your choice grants you features when you choose it at 1st level, and additional benefits at 6th, 11th, and 17th level.

Ability Score Improvement (Level 19)

When you reach 19th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Journey's End (Level 20)

At 20th level, you must decide whether to pass on to the next world or persist in this one. You gain one feature of your choice from the two below: Embrace the End, or Deny Reality's Rule.

Embrace the End

You are grateful for an afterlife well lived. Perhaps one last struggle stands between you and your final respite, or perhaps it's time to discover what the next world has in store.

After choosing this option at 20th level, you can pass on to the afterlife as an action (the effects of which are determined by the DM). Until you do so, you can draw on your enlightenment as an action, gaining the benefits of an augury spell with no chance of a random reading.

Deny Reality's Rule

You reject the cruel hand dealt to you by fate, leaving your mortal origins and perhaps even your unfinished business far behind you.

After choosing this option at 20th level, you are no longer considered undead when determining which spells and abilities can target you. Thereafter, no magic, however powerful, can restore you to life.

Additionally, you can cast wish once, requiring no components, and regain the ability to do so after 7 days. Should you suffer stress while casting wish this way, you may nonetheless wish again, but only to duplicate the effects of an 8th level or lower spell.

Second Chance

A ghost character returned to life by magic such as true resurrection or wish immediately replaces their ghost class levels with levels in another class. Consider how the character's ordeal might have changed them. Is their unfinished business still what drives them, or has a second chance at life reordered their priorities?

Multiclassage

Maîtrises Acquises

Skills Choose Choisir 1 depuis Arcana, History, Insight, Intimidation, Nature, Religion
Tools none

Sous-classes

Duty Not Done
JRRTG
Malice Unsated
JRRTG
Mischief Not Managed
JRRTG
Restless Blade
JRRTG

Capacités de Sous-classe

Duty Not Done

Duty Not Done (Level 1)

You strive to further a cause, uphold a virtue, or defend a person or place of sacred significance. Your uncanny magic protects and empowers your allies, hoping to do together what you couldn't alone.

Augment

When you choose this unfinished business at 1st level, and every time you gain a level in this class there after, you learn one spell of your choice from the Ghost spell list (printed at the end of the class description).

  • A spell you choose must be of a level no higher than what's shown in the Ghost table's Supernatural Powers column for your level.

  • You can only cast augment spells while possessing a host.

  • Augment spells with a range of self affect your host, not you. Otherwise, such spells target only your host regardless of their normal range.

  • Augment spells require no components, and all such spells end immediately if the possession ends.

  • You can cast a number of augment spells equal to your proficiency bonus.

  • You regain all expended uses when you finish a short or long rest.

Additionally, when you gain a level in this class, you can choose one of the augment spells you know and replace it with another spell from the Ghost spell list, which must also be of a level no greater than your Supernatural Powers value.

Aegis (Level 6)

Starting at 6th level, whenever you take the Embolden action, you grant temporary hit points equal to your ghost level (instead of your Charisma modifier).

Additionally, if your host is reduced to 0 hit points but not killed outright, they immediately become stable. The possession then ends as normal.

Otherworldly Guardian (Level 11)

Starting at 11th level, a creature possessed by you is always under the effects of a protection from evil and good spell.

Unyielding Protector (Level 17)

Starting at 17th level, your concentration on augment spells cannot be broken as a result of your host taking damage.

Additionally, whenever you roll for initiative, you regain one expended use of your Augment feature.

Malice Unsated

Malice Unsated (Level 1)

Your appetite for vengeance has gone unsatisfied, and you strive to bring harm to a hated foe, wreak havoc on an organization that wronged you, or repay a transgression in kind. You use hosts like puppets to achieve your goals, unable to pursue your agenda without mortal aid. Your supernatural powers can turn foes against one another and reanimate the fallen as pawns in your loathsome game.

Malefic Possession

Starting when you choose this unfinished business at 1st level, you can use your Possession ability on unwilling creatures. An unwilling target can be of any creature type except undead and may make a Charisma saving throw to resist the effect. If it passes, the possession fails, and you remain wherever you were before the attempt.

An unwilling host gains none of the benefits of your Possession ability. You gain the following action options while possessing an unwilling host:

  • The Gibbering: As an action, you force your host to make a Constitution saving throw. If they fail, they lose their concentration on spells, and can speak only in gibberish until the start of your next turn.

  • Maddening Whispers: As an action, you force your host to make a Wisdom saving throw. If they fail, they have disadvantage on attack rolls until the start of your next turn.

  • Wrest Control: As an action, you force your host to make a Charisma saving throw. If they fail, they behave as if affected by a confusion spell until the end of their next turn. You can't use Wrest Control again before the possession ends.

An unwilling host can use its action to make a Charisma save. If it succeeds, the possession ends. The possession also ends if the host travels to a different plane of existence, leaving you behind. Once an unwilling possession ends, or after a target succeeds on the initial saving throw, you must finish a long rest before you can possess that creature again.

When an unwilling possession ends, you can use your reaction to possess a willing humanoid within 30 feet of you.

Life Drain

Starting at 1st level, when a creature you're possessing hits with a melee attack, you can cause the attack to deal additional necrotic damage. The extra damage is a number of d8 equal to your Supernatural Powers value, as shown in the Ghost table. A creature dealt damage this way can't regain hit points until the end of its next turn.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

Grim Puppeteer (Level 6)

Beginning at 6th level, you can possess the corpses of the slain. While not possessing a host, you can use your action to disappear into an intact corpse you can see within 5 feet of you. The corpse must be Large or smaller and be that of a beast or a humanoid. You are now effectively the possessed creature, which gains none of the benefits of your Possession ability. Its type becomes undead, though it now looks alive, and it gains a number of temporary hit points equal to your hit point maximum.

While possessing a corpse, you maintain your alignment, Intelligence, Wisdom, Charisma, and immunity to poison. You otherwise use the possessed target's game statistics, gaining access to its proficiencies, but not its class features, if any.

The possession lasts until the temporary hit points are lost (at which point the body becomes a corpse once more) or you end it as a bonus action. When the possession ends, you reappear in an unoccupied space within 5 feet of the corpse.

Once you use this feature, you must finish a long rest before you can use it again.

Domineering Will (Level 11)

By 11th level, you've grown strong enough to seize full control of unwilling hosts. While possessing an unwilling beast or humanoid, you gain the following action option:

  • Subjugate: As an action, you force your host to make a Charisma saving throw. If they succeed, the possession ends. If they fail, they are incapacitated, and you assume complete control of their body until the possession ends. On your turn, you may forgo your own movement and actions to manipulate the host. When you do, you can immediately make it move and perform actions appropriate to its game statistics. You don't gain access to the target's knowledge, nor class features, if any.

Once a creature fails its saving throw against this effect, you must finish a long rest before you can use Subjugate again.

Undying Hate (Level 17)

Beginning at 17th level, whenever you roll for initiative, you regain all expended uses of your Life Drain feature.

Additionally, any creature dealt damage by your Life Drain has its hit point maximum reduced by the same amount. The reduction lasts until the creature finishes a long rest. The target dies if this reduces its hit point maximum to 0.

Mischief Not Managed

Mischief Not Managed (Level 1)

Not all who wander between worlds are grim spectres and dour phantoms. You linger to experience a thrill, pull off a heist, or entertain a loved one you couldn't while you were alive. Armed with a sense of humour uncommon amongst the dead, you regard your allies and hosts as accomplices in your supernatural pranks.

Soul Of Discretion

When you choose this unfinished business at 1st level, you gain proficiency in the Stealth skill.

Poltergeist

Starting at 1st level, you can cast catapult and mage hand at will, requiring no components. When cast in this way, the hand produced by mage hand|PHB is invisible, and the damage dice of catapult are replaced with a number of 1d8 equal to your Supernatural Powers value, as shown in the Ghost table.

Beck And Call (Level 6)

At 6th level, you gain proficiency in the Sleight of Hand skill (see Possession for the benefits of proficiency).

Additionally, when you cast mage hand, you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.

  • You can retrieve an object in a container worn or carried by another creature.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

Dance Of The Departed (Level 6)

Beginning at 6th level, you can cast animate objects, requiring no components. When cast in this way, you can animate a number of objects equal to your Supernatural Powers value (instead of ten), as shown in the Ghost table.

Once you cast animate objects in this way, you must finish a short or long rest before you can do so again.

Subtle Possession (Level 11)

Beginning at 11th level, you can use your Possession ability on unwilling creatures. An unwilling target can be of any creature type except undead and may make a Charisma saving throw to resist the effect. If it passes, the possession fails, and you remain wherever you were before the attempt. Pass or fail, the target must succeed at a Wisdom (Insight) check against your Ghost save DC to determine that anything is amiss.

An unwilling host gains none of the benefits of your Possession ability. You gain the following action options while possessing an unwilling host:

  • Delude: You can cast phantasmal force, requiring no components. When cast in this way, the spell targets only your host, and ends early if the possession ends. You can't use Delude again before the possession ends.

  • The Gibbering: As an action, you force your host to make a Constitution saving throw. If they fail, they lose their concentration on spells, and can speak only in gibberish until the start of your next turn.

  • Steal Thoughts: You can cast detect thoughts, requiring no components. When cast in this way, the spell detects only your host, and ends early if the possession ends.

An unsuspecting host can use its action to repeat the Insight check, deducing your presence on a success. The host becomes aware of you automatically if you force them to make a saving throw. An unwilling host that learns of your presence can use its action to make a Charisma save. If it succeeds, the possession ends. The possession also ends if the host travels to a different plane of existence, leaving you behind.

Once an unwilling possession ends, or after a target succeeds on the initial saving throw, you must finish a long rest before you can possess that creature again. When an unwilling possession ends, you can use your reaction to possess a willing humanoid within 30 feet of you.

The Show Goes On (Level 17)

Starting at 17th level, whenever you roll for initiative, if your Dance Of The Departed feature has been expended, you immediately regain its use.

Additionally, you can cast telekinesis, requiring no components. Once you cast the spell in this way, you must finish a short or long rest before you can do so again.

Restless Blade

Restless Blade (Level 1)

For some, death on the battlefield is the highest honor or final insult, for others, it is the first step on a path of endless conflict. You aim to train a successor, perfect a martial art, or overcome a monster that you couldn't in life, but your skills go to waste without hands that can wield a blade. You look to your allies and hosts to pursue your goals, sharing in their glory as you guide and protect them.

One With Blade

When you choose this unfinished business at 1st level, you gain proficiency with simple and martial weapons (see Possession for the benefits of weapon proficiency).

Additionally, whenever you take the Harmonize action, the attack you grant advantage to deals additional damage. The extra damage is a number of 1d8 equal to your Supernatural Powers value, as shown in the Ghost table. The damage type is the same as the attack's.

Ephemeral Shield

Starting at 1st level, when a creature you're possessing suffers damage that is less than your current hit points, you can take the damage instead by absorbing the blow into your spectral form. The host's resistances and immunities apply as usual, but the damage you take can't be reduced in any way. Other effects inflicted by the damage's source apply to your host as normal.

Phantasmal Warrior (Level 6)

Beginning at 6th level, you've learned to wreathe yourself in energy, allowing you to impact the world around you for a limited time. Doing so requires a bonus action, and immediately ends your possession if you're possessing a host.

For one minute, you gain temporary hit points equal to your hit point maximum. While you have these hit points, you can make attacks, and can attack twice, instead of once, whenever you take the Attack action on your turn. While any of these hit points remain, your AC can't be less than 16, and you can interact with objects and equipment normally.

Your unarmed strikes in this state deal force damage, representing phantasmal blades, swiping claws, or other elements of your spectral appearance. In place of the normal damage die of your unarmed strike, you can roll a number of d6 equal to your Supernatural Powers value, as shown in the Ghost table.

After one minute, or when the last of these temporary hit points are lost but you are still conscious, you can use your reaction to possess a willing humanoid within 30 feet of you.

Once you use this feature, you must finish a short or long rest before you can use it again.

Otherworldly Champion (Level 11)

Starting at 11th level, you can extend your phantasmal presence to surround your host, lending strength to their strikes and cladding them in your crackling aura like armor.

While possessing a creature, you can cast Tenser's transformation, requiring no components. When cast in this way, the spell affects your host, not you, and ends early if the possession ends. Once you cast Tenser's transformation in this way, you must finish a long rest before you can do so again.

Deathless Defiance (Level 17)

By 17th level, nothing can be done to stay your immortal wrath. Whenever you roll for initiative, if your Phantasmal Warrior feature has been expended, you immediately regain its use.

Additionally, while in your phantasmal state, you are immune to the charmed and frightened conditions.