Ghost Hunter (5e Class)

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Ghost Hunter[edit]

When churchyards moan, and hell itself breathes contagion out unto the world, who is it you will call upon? When oddities rear their head in the homes around you, who is it you will call upon? If you find a man with clear skin in your bed, who is it you will call upon? Call upon the Ghost Hunter, one who is not afraid of the phantasms among them.

Answer the Call[edit]

As a Ghost Hunter, you naturally feel a duty to help anyone being afflicted by poltergeists and phantasms.

Creating a[edit]

How did you character come to specialize in hunting spirits? Were they once haunted by an unruly spirit, and decided to help others after taking care of their own? Did they live their early life in a haunted house, and learn how to deal with spirits from that experience? Did they once witness an exorcism, and become inspired to help others from witnessing it.

Quick Build

You can make a Ghost Hunter quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Charisma. Second, choose the Acolyte background. Third, choose a rapier, 10 darts, leather armor, and a priest's pack as your starting equipment.

Class Features

As a Ghost Hunter you gain the following class features.

Hit Points

Hit Dice: 1d8 per Ghost Hunter level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Ghost Hunter level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Wisdom, Intelligence
Skills: Choose 2 from Arcana, Investigation, Perception, Persuasion or Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A Short Sword or (b) A Rapier or (c) 2 Daggers
  • (a) 10 Darts or (b) 5 Hand Axes
  • (a) Padded Armor or (b) Leather Armor
  • (a) A Priest's Pack or (b) A Scholar's Pack
  • If you are using starting wealth, you have 4d4 x 10 in funds.

Table: The Ghost Hunter

Level Proficiency
Bonus
Features
1st +2 Ectoplasmic Expertise, Target Knowledge
2nd +2 Spirit Sense, Siphoner
3rd +2 Profane Profession
4th +2 Ability Score Improvement
5th +3 Hardened
6th +3 Profession Feature
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4 Profession Feature
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5 Profession Feature
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6 Profession Feature
19th +6 Ability Score Improvement
20th +6

Ectoplasmic Expertise[edit]

When you start,

Target Knowledge[edit]

When you start,

Spirit Sense[edit]

Starting at 2nd level,

Siphoner[edit]

Starting at 2nd level,

Profane Profession[edit]

Starting at 3rd level, you choose a Profane Profession. Choose between <!-list the subclass options->, all of which are detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 6th, 10th, 14th and 18th level.

Ability Score Increase[edit]

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.

<!-Class Feature->[edit]

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<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

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<!-Class Option 2->[edit]

<!-Introduce this subclass here->

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

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5th Level

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:



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