Ghost Caller (5e Class)
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- 1 Ghost Caller
- 1.1 The Path of the Soul
- 1.2 Creating a Ghost Caller
- 1.3 Class Features
- 1.3.1 Table: The Ghost Caller
- 1.3.2 Ethereal Sight
- 1.3.3 Ghost Slash
- 1.3.4 Boundaries
- 1.3.5 Basic Boundary
- 1.3.6 Sword Soul
- 1.3.7 Ability Score Increase
- 1.3.8 Elemental Boundary
- 1.3.9 Blend
- 1.3.10 Support Boundary
- 1.3.11 Ghostly Influence
- 1.3.12 Boundary Maker
- 1.3.13 Inscribe Blade
- 1.3.14 Ghost Feast
- 1.4 Multiclassing
The Path of the Soul
A woman stands surrounded by her companions. They face off against a great many of foes, battling to the death. Gracefully drawing seemingly meaningless strokes in the air and speaking words from a foreign or ancient language, all grows still around her. Suddenly her allies call out with increased vigor and rampage through the horde of enemies. Later at the pub celebrating their deeds, she is not paraded as the hero, nor the strongest. She is, however, surrounded by the people she is closest to. Some that most can't even see.
Only standing due to the sword she uses as a cane, a woman is surrounded by fallen allies and by many foes. She knows she has very little hope to live, yet she presses on with no battle cry, no promises to gods or beings far stronger, nor of past regrets. She only chants words describing the worst horrors and makes a sad attempt to paint a picture around her in the dirt. Grinning at the woman seemingly going crazy in front of them, the foes laugh, but not for long. As the woman peers upward with a defeated smile, she says, "I hope you have enjoyed your life. We may be passing into our next one together." As she speaks, orbs of light emanate from her shoulders in a multitude of color and form circles on the ground. In the next instant, these circles explode into illumination, all eventually flying into the woman's chest. The ground around her has become littered with the bodies of her foes, drained of their life. As the survivors look to her in shock, horror, and awe, they see she is newly invigorated. She fights on in what could be her final battle.
Standing on the front lines of the battlefield, she gracefully slides in and out of danger. Though even when outside of her enemies reach, she rains down hell on their heads. Hardly looking to her companions for assistance, she chants a small passage and her blade glows brightly. Slashing through the enemies in front of her, she finds herself facing a new, monstrous enemy. She smiles and chants another indiscernible line. The enemy stares confused and begins to weaken. She starts to move faster than before. Taking advantage of this new agility, she leaps and single-handedly makes short work of the monster, creating fear in her companions as well as the dozens of enemies still surrounding her. She presses onward, continuing to slaughter all enemies in her wake.
Creating a Ghost Caller
How did you come to having a close affinity with ghosts? Are you perhaps a revived soul? Maybe you failed in becoming a necromancer and instead use the souls of the corpses to aid you? Or you were favored and protected by some spirits as a stroke of luck?
- Quick Build
You can make a Ghost Caller quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by dexterity. Second choose the Acolyte, Archaeologist or Haunted One background. Thirdly, choose the Longsword, Leather Armor, Scholar’s Pack and Calligrapher's Supplies.
As a Ghost Caller you gain the following class features.
- Hit Points
Armor: Light Armor
Weapons: Simple Weapons, Long Sword, Short Sword, Rapier
Tools: Calligrapher's Supplies
Saving Throws: Intelligence and Dexterity
Skills: Choose 3 from the following: Acrobatics, Arcana, History, Insight, Investigation, Religion, Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Short Sword or (b) Long Sword or (c) Rapier
- (a) Explorer's Pack or (b) Scholar's Pack
- Leather armor, Calligrapher's Supplies
- If you are using starting wealth, you have 4d4*10 Gold in funds.
|1st||+2||Ghost Slash, Ethereal Sight||-|
|4th||+2||Ability Score Improvement||2|
|7th||+3||Support Boundaries, Blend||4|
|8th||+3||Ability Score Improvement||4|
|12th||+4||Ability Score Improvement||4|
|16th||+5||Ability Score Improvement||5|
|19th||+6||Ability Score Improvement||6|
At 1st level, due to your ghostly influences you can use your bonus action to see into the Ethereal Plane up to 15 feet.
Taking insight from the spirits that grant you power, you can empower your attacks to hit harder. At 1st level you may use a bonus action to imbue your sword with dark energy to deal an additional 1d4 force damage on a hit. This damage becomes magical at 5th level to overcome resistances, 1d6 at level 10, 1d8 at level 15 and 2d4 at level 20.
You gain a spirit of your choice that guides you in your path of the Ghost Caller. You can have this spirit look however you wish, but it is always invisible to everyone but you and those you choose to allow to see it. Typically, this spirit resides in your head or your chest, unless it needs to guide you.
Upon first receiving the spirit, it teaches you the basics of its knowledge, Boundaries. Boundaries are special Class Features that affect an area that is specified in the feature. You may use your bonus action to summon a boundary and if you use a bonus action to summon a boundary, that same bonus action maintains your previously summoned boundaries each turn, up to your boundary limit in turns. Additionally you can choose which boundaries to maintain and which to drop.
e.g. If you cast one of your Elemental Boundaries that takes a bonus action to cast, you may still maintain your other boundaries with the same bonus action.
e.g. At 3rd level you can maintain your boundaries for 2 turns each, so if you use your first turn on your Basic Boundary and your second turn summoning your Sword Soul and maintaining your Basic Boundary, then your Basic Boundary fades at the end of the next turn.
- Boundary Limit
The boundary limit tells you how long(in turns) you can hold a boundary on the field for and how many you can have on the field at a time. Your boundary limit increases as shown in the table. You can use each boundary 10 times, unless otherwise noted. You regain all uses at the end of a short or long rest.
i.e. You can use your elemental boundary 10 times, you can use your support boundary 10 times, etc.
At 2nd level you gain a basic boundaries. At 6th level, 10th level, 14th level and 18th level you may upgrade these boundaries as shown. As a action, you may summon a 10 foot radius within 30 feet of you where all allies, including yourself, gain the benefits provided by the summoned boundary:
+1 AC and Pick two of the following ability scores to gain a +1 bonus to their respective saves: Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma.
This increases at 6th, 10th, 14th and 18th level to be +2, +3, +4 and +5. You may use this feature a number of times equal to 2 times your int mod. You regain these uses at the end of a long rest.
At 3rd level your spirits inspires allies with fervor in battle. As a bonus action you can summon a boundary within 30 feet of you that gives all allies, not including yourself, within the 10 foot radius +2 to their attack and damage rolls. This can be maintained as a bonus action for each round after(this counts against your boundary limit). This is improved at 9th level to +4 and 17th level to +6.
Ability Score Increase
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.
At 5th level your familiarity with souls has increased to the point that two spirits are always surrounding you. Two tiny beings float over your shoulder's constantly, they are invisible to everyone but those you allow to see them. One is blue, while the other is red. Typically, they appear as just plain balls of color, but you may flavor this however you like. These spirits allow you to cast buffs depending on their own focus:
- Fire Soul(Red)
As a bonus action you may cast a boundary that explodes in fiery flames dealing 6d8 fire damage to enemies in the area on a failed DC 15 Dex save and half as much on a successful save. Each turn after the first, enemies that enter this boundary must make a Dex saving throw or take 2d4 fire damage or half as much on a successful save. Allies that enter this radius have their weapons or spells infused with the fire from the boundary, which adds 1d6 bonus fire damage to their damage rolls.
- Ice Soul(Blue)
As a bonus action you may cast a boundary that slows enemies by half their movements speed when they enter the boundary or start their turns in the boundary and your allies gain 10 temporary HP. Temporary HP is improved as follows: 25/40/55 at 9/13/17th levels. At 13th level, return a point of cold damage for every point of bonus health lost. When the boundary ends, either by boundary limit or because you stopped concentrating on them, the buffs end too. You make this choice every time you use this feature. You may only have one instance of this boundary up at a time. When you reach 10th level, you may choose two targets to gain the same benefit and at 20th level, you may choose 3 targets.
At 7th level you begin to become one with the incorporeal, making it hard to see you in low light. In dim light or darkness you have advantage on stealth checks.
At 7th level your affinity with the spirits and souls grants you certain abilities of theirs to support your allies and weaken your enemies:
Acid Boundary - Reduces AC of creatures of your choice within the boundary by 1/2/3 at level 7/11/15. Wind Boundary - Increases the movement speed of up to 6 allies by 10/20/30 feet at levels 7/11/15 Calm Boundary - Allows creatures of your choice to roll at advantage against mind altering effects, such as fear, magical sleep, charm, etc. Haste Boundary - Grants a target with the benefit of the Haste spell for as long as you hold this boundary. At the end of your concentration, you suffer the consequences of the Haste spell as if you cast the spell normally. Sloth Boundary - Curses you and a target of your choice with the affects of the Slow spell for as long as you hold this boundary.
As an action, you may summon a boundary from this list with a radius of 15 feet within 60 feet of you. You may have multiple instances of this boundary up at one time and multiple instances of each individual boundary up at one time. e.g. At 7th level you may slow yourself and up to 4 targets. Or at 7th level you may slow a target, haste a target, summon a Wind Boundary and summon and Acid Boundary at the same time. Or at 7th level you may have a Basic Boundary, Ice or Fire Boundary, Acid Boundary and your Sword Soul summoned at the same time. Additionally, 5 more souls circle around you. One is green and dripping, one is a pale shade of green and has wind flowing around it, one is sky blue, one is orange and the last is purple. These souls are invisible to everyone except you and those you allow to see them. Typically these souls appear as blobs, but you may choose how they look.
At 10th level you start to lose your physical form. You may cast Invisibility once per day. At 14th level this increases to twice per day. At 18th level this increases to three times per day.
At 13th level you master the basics of you boundaries. You can use Calligrapher's supplies to make weaker versions of them for others to use. You must spend half an hour and 150 gp worth of rare inks to imbue the boundary into the object with a DC 20 - int mod with your calligrapher’s supplies. Once the boundary is used, it burns up the object it was drawn on. If it is a weapon or armor it is turned into scrap metal, if it is any piece of wood, it combusts, if it is stone or similar material, it is crumbled. This boundary marking can be broken or interrupted if the item holding the boundary is destroyed or damaged in any way that affects the mark. e.g. The paper is torn or drawn on. The metal is heated or chipped.
At 17th level you take inspiration from your blade soul, at the end of a long rest, you may inscribe a sigil representing your Blade Soul to your weapon. Add your Blade Soul modifier to your attack rolls made with the weapon you inscribe.
At 20th level, you learn how to quickly form and explode your boundaries to deal massive damage to creatures of your choice within range. Using your action you can form as many of your boundaries in a 40 foot radius of yourself as you choose(up to your max of 10 boundaries), allowing them to overlap, Deal xd8 necrotic damage and xd6 force damage to enemies in any one of your boundaries. Heal yourself for 1/5 the total necrotic damage you dealt. X is the number of boundaries you summon. When a boundary is used this way it hurts your connection with the souls and requires time to properly apologize to them, so the boundaries go on a cooldown for 1 hour * number of boundaries used. You must finish a long rest before using this feature again.
Prerequisites. To qualify for multiclassing into the Ghost Caller class, you must meet these prerequisites: 16 intelligence
Proficiencies. When you multiclass into the Ghost Caller class, you gain the following proficiencies: Calligrapher's Supplies, Arcana