Haunted Accomplice

Someone tied to you by blood, friendship, or an unpaid debt has returned to haunt you as a ghost. Your partner in crime is no longer among the living, but that hasn’t ended your working relationship. You and this apparition have learned to cooperate, making their spectral powers an asset in your pursuits.

Ghostly Ally

Starting at 3rd level, when you deal at least 10 damage to a living creature during your turn, you can use a bonus action to summon your ghostly ally, an apparition who feeds on the life energy released when you harm enemies and can fortify you with that energy when not acting as a distraction or a scout. When summoned, it appears in a space you can see within 5 feet of you.

This incorporeal spirit is neither a creature nor an object, and it cannot take actions or be attacked or targeted, but it has a fly speed of 15 feet and can hover.

It moves through creatures and objects as if they weren’t there. During your turn, you can utilize your ghostly ally in the following ways:

  • At the start of your turn, if your ghostly ally is within 5 feet of another creature but not within 5 feet of you, you can use your bonus action to gain advantage on the next attack roll you make against that creature this turn.
  • At the start of your turn, if your ghostly ally is within 5 feet of you, you can use your bonus action to roll half the number of Sneak Attack dice for your level (rounded down) and gain temporary hit points equal to the total. While you still have these temporary hit points, you gain a +2 bonus to Armor Class if you are not wearing heavy armor. You lose these temporary hit points when your ghostly ally vanishes.
  • At the end of your turn, you can instruct your ghostly ally to stay where it is or move up to its speed. If you do not instruct your ghostly ally to do either at the end of your turn, it either stays within 5 feet of you, or—if it is farther than 5 feet away from you—it moves up to its speed, attempting to get within 5 feet of you.
  • While your ghostly ally is within 60 feet of you, you can communicate with it telepathically.

Additionally, as an action, you can see through your ghostly ally’s eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.

Your ghostly ally manifests for 1 minute, then vanishes. It also vanishes if it is more than 60 feet away from you, if you dismiss it as a bonus action, or if you die.

You can use this feature to summon your ghostly ally a number of times equal to your proficiency bonus. You regain expended uses when you finish a short or long rest.

Level Spells
3rd hellish rebuke, hunter’s mark
5th misty step
9th call lightning
13th locate creature
17th contagion

Spectral Intervention

At 9th level, you gain advantage on death saving throws and Constitution saving throws while your ghostly ally is within 5 feet of you. In addition, when a creature you can see makes an attack roll, if your ghostly ally is within 5 feet of the attacker or the attack’s target, you can use your reaction to have your ghostly ally create a distraction, imposing disadvantage on the attack roll.

Finally, while your ghostly ally is within 5 feet of you, you know the location of any Undead within 60 feet of you that isn’t behind total cover, though you don’t sense anything about what that creature is or what its capabilities are.

Ectoplasmic Life Force

Beginning at 13th level, if you are reduced to 0 hit points while your ghostly ally is manifested, you can choose to have it vanish instantly. If you do, you regain hit points equal to twice your rogue level at the start of your next turn, and until the end of that turn you gain a +2 bonus to Armor Class.

Also at 13th level, when you roll initiative at the start of combat, if you have no uses of your Ghostly Ally feature remaining, you regain one expended use of it.

Weaponized Haunting

At 17th level, your own force of will can empower your ghostly ally to affect the mortal realm in more direct ways. You can use a bonus action during your turn to cast one of the following spells at 5th level without using a spell slot, changing the casting time to 1 bonus action for that casting: animate objects, dominate person, greater invisibility, mislead, phantasmal killer, or telekinesis. Choose Intelligence, Wisdom, or Charisma as your spellcasting ability for these spells when you gain this feature. If your ghostly ally is manifested when you cast a spell in this way, it immediately vanishes.

For the first minute you spend concentrating on this spell, you can use your Sneak Attack against any target you can see within 60 feet of you, even if you don’t have advantage on the attack roll, as long as you aren’t attacking with disadvantage.

Once you cast a spell with this feature, you cannot do so again until you finish a short or long rest.

Section 15: Copyright Notice

Grizelda’s Guide to Ghost Hunting Copyright 2022 Scoundrel Game Labs; Author(s) T.A. Gray, Jeremy Forbing, Andrew Marquis, Darren Kenney, Sven Truckenbrodt, DMBen.

This is not the complete license attribution - see the full license for this page