Order of the Ghost (5e Subclass)

A middle aged elf stands above the orcish camp, his streamlined crossbow aimed steadily down at the door of the chieftains tent. A small rustle, the flap begins to open, the blue hue descending over his vision as the orc walks out, his neck fully exposed…A small silent thunk from the crossbow, a whistling as the bolt flies through the thin evening air, and a small cloud of mist as the Chieftain’s neck explodes into a fine, bloody mist.

The Ghost is one of the most elusive and exclusive orders among the Mystics of the realms. Secretive in their workings yet devastating in their actions a noble house with coin or resources combined with a contact with the Ghosts can easily decapitate an enemy or get any information from a captive. While expensive, a Ghost will honour a deal as long as their life is not at stake.

Combat Training: At Level 1 a Mystic belonging to the Order of the Ghost will have trained by themselves, or by a mentor, in the art of combat, stealth and maintenance. You gain proficiency with Martial Weapons, Stealth and any rolls used to repair a weapon.

Intelligence Gathering: At Level 1 a Ghost is trained in most techniques used to gather information from a captive, from a noble at a party, even a sleeping person. You gain Expertise on any Charisma roll used to try and gather information. In addition you gain the Psychic Inquisition OR the Nomadic Chameleon discipline.

Streamline Weapon: At Level 3 you have learned so much about your weapons that you have some insight into how these weapons can be improved, any you have trained to improve them. Choose two weapons you have used at least once in 3 encounters at least, you may choose one now and leave the other until later if you wish. After 2 Long Rests working on a weapon, combined with 50gp worth of materials (Wood, Metallic Fittings, bowstring e.c.t) the weapon will gain the property Streamlined. The weapon will have a bonus to attack rolls equal to your Intelligence modifier, and a bonus to damage rolls equal to half of your Intelligence Modifier. The weapon also classifies as an Arcane Focus for purposes of casting spells if wielded by the character who Streamlined the weapon.

Enhanced Body: At Level 6 you have been introduced to harsh, even lethal conditions before and your body has adapted heavily to them, increasing your longevity in harsh conditions. You gain resistance to extreme cold or heat based on the past experiences of your character, at the discretion of your DM. You can also resist level 1 and 2 exhaustion, gaining the effects of both when you hit level 3 exhaustion in addition to the normal effects.

Succinct: At Level 14 you have mastered your craft into an art form, becoming a paragon of silence, espionage and assassination. You may choose one of two skill sets here, which you may not change after you have chosen.

Master of Eyes and Ears: You now have the ability to find out anything, from anybody, at any time. You now have advantage on any Charisma checks to find out information, Investigation checks and now have the ability to hear anything thought from all targets within 200ft. You will not be able to place an individual line of thought to an individual in a crowd equal to (1 + Intelligence Modifier X 10).

Master of Murder: You are now an Agent of Death, feared throughout the land by nobles, kings, even the most protected of emperors. Any attack made from Concealment, that is to say you are not perceived by your target, is a guaranteed and critical hit. Your bonus to damage rolls gained from Streamline Weapon is increased to being equal to your Intelligence modifier.


Back to Main Page 5e Homebrew Character Options Subclasses [[Category:]]

This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.