Ghost hunters are individuals who stalk the supernatural, often as part of a deep-rooted vendetta. They seek out and destroy ghosts, disembodied spirits, and incorporeal undead. They are unrelenting pursuers, many having an unhealthy obsession in their drive, going to lengths to track, trap, and destroy their quarry.
Many ghost hunters suffered tragedy at the hand of supernatural forces, driving them on their crusade against undead and similar fiends. They have strong convictions that let them serve as vanguards against the dark shadows of the world.
Ghost Hunter Features
|3rd||Ghost Touch, Hunter’s Resolve|
|6th||On the Hunt|
|15th||Foot in the Grave|
|18th||Strike at the Soul|
3rd-level Ghost Hunter feature
As a ghost hunter, you can summon an energy that allows you to shroud your melee weapons with psychic energy. You can take a bonus action to empower any melee weapon you hold or your unarmed strikes for 1 minute. This grants the weapon the following benefits so long as it remains in your possession:
- You are able to strike any creature you can perceive in the Ethereal Plane as if it were in your current plane of existence.
- If the weapon is nonmagical, it counts as a magical weapon for the purpose of overcoming damage resistance and immunity.
- When you deal psychic damage from your Martial Focus feature, you can choose to forgo the damage to mark the target with ghostly light until the end of your next turn. Any attack roll against a creature marked by ghostly light has advantage, and the marked creature can’t benefit from being invisible.
You can use of this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
3rd-level Ghost Hunter feature
You are resolute against the dark forces you hunt. You gain proficiency in Intelligence or Charisma saving throws (your choice) and in the Investigation, Perception, or Stealth skill (your choice).
On the Hunt
6th-level Ghost Hunter feature
You have advantage on Wisdom checks made against undead.
In addition, while you have the psionic focused condition, you can choose to also add your Wisdom modifier when you make a Strength or Dexterity check.
10th-level Ghost Hunter feature
When you hit a spirit (celestial, elemental, fey, fiend or undead) or a creature afflicted by the ghostly light of your Ghost Touch feature with a weapon attack, power, or spell, you can rebuke it for a number of rounds equal to your proficiency bonus.
A rebuked creature with the Incorporeal Existence, Incorporeal Movement, or Intangible traits or the ability to pass through matter, as well as a creature under the effect of the gaseous form spell or similar effect is rendered tangible. So long as it is rebuked by this feature, the creature can no longer move through a creature, object, or surface, and it no longer has explicit damage resistance or immunity to nonmagical attacks.
In addition, when you rebuke a creature, it must make a Wisdom saving throw against your power save DC. If the save is failed, the creature is paralyzed until the end of your next turn. This effect ignores condition immunity an undead creature has unless it can’t be turned. Other creature types immune to the paralyzed condition can’t be paralyzed by this feature.
Once you use this feature, you can’t use it again until you finish a short or long rest, unless you spend 3 power points to use it again.
Foot in the Grave
15th-level Ghost Hunter feature
When you would receive damage that would reduce you to 0 hit points, you can use your reaction to regain hit points equal to twice your transcendent level, but incur a level of exhaustion from doing so.
Once you use this feature, you can’t use it again until you finish a long rest.
Strike at the Soul
18th-level Ghost Hunter feature
You can call upon your psychic resolve to smite an undead creature or a one marked by your Ghost Touch feature. Once during your turn after you hit such a creature with a weapon attack, you can choose to deal 3d6 radiant damage to it.
If that target is undead with a CR no greater than 6 and which has 25 or fewer hit points after taking this damage, it must succeed on a Wisdom saving throw against your power save DC or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and regain all expended uses when you finish a long rest.