The Abranor Ghosts The Order of Ghosts and their mission to keep the world safe from all those who would do it harm.

Abranor ghosts There has always been words and rumors about a group of individuals that have been working as ghosts since the one known as Empress Abranor ruled over a large and prosperous nation. This nation was home to a great peace that many think is unachieveable today, and a bulk of it was thanks to those known as the Ghosts. The Ghosts were widely known as some of the greatest spies and assassins in the world with the seemingly innate ability to disappear and reappear at will, blessed with the legendary sight and ethereal like body of Abranor. They followed Lady Abranors orders to the letter, doing so until the fall of the Empire. It was thought that the Ghosts died along with the Empire, those who think that would be wrong. They still operate even now, following the Empresses last orders; keep the world from falling to any darkness that may appear at whatever costs. Recruits are found through their want to keep the world safe for the people they care for and approached by a descendant of Abranor or a senior member of the Organization, granting them the sight or the ethereal body of the late empress in exchange for their service in making the world better for everyone. Those who call themselves Ghosts bear a few things; a ring of adamantine bearing the mark of Abranors Empire, a mark invisible to the naked eye that those only who know of the Ghosts can spot or those who have unnatural sight, and the blade of a Ghost that has passed on to serve Abranor in the next life, carrying on the undying loyalty of the Ghosts. Creating a Ghost The first question you should ask yourself is how and why they became a ghost. Maybe it was because they saw an atrocious act committed by a villainous mercenary group or bandits. Maybe it was because their government began to rule with fear and an iron fist and began stirring up the beginnings of a revolution when they were approached by the group. Perhaps they saught out the truth and found the Ghosts in their journey to do so, joining when they decided that the Ghosts were fighting the good fight. The Ghosts are picky of those they choose to grant access to the Order, often times checking everything about the person before approaching them. This however, does not mean they will not recruit people with criminal pasts. As long as you have turned your back from the darkness and have chosen to fight for the light from the shadows with the very fiber of your being, the Ghosts will find you and offer you their ring. Credit: Assassin by Erikas Perl on Artstation The Order of Ghosts The Order is a vast network of spies and assassins, more often than not having high or low positions within society. These range from political figures that have many note worthy bits of information passing through their desk everyday to a beggar who is invisble to the general public, hearing the rumors and secrets no one else hears. Their training is extreme, taking up to six months to a year until completion, more often than not making each training session last 3 to 4 days at a time. Upon completeion however, a Ghost is given three things; The Adamantine ring of The Order, the blade of a Ghost of the past and a Shadow mark, often tattooed somewhere it would be difficult to see.

All these things are symbols of the Ghosts and the main identifying marks of them. After some time as a Ghost, one may have their own weapon made for them, a symbol as a Ghost to be remembered. These blades are only meant to be wielded by the Ghost they are made for, an enchantment to fit their personality and abilities. Along with this they are given their armor, these suits made from the materials that Abranors empire was famous for, as well as a mask depicting a face of an unknown person who some say is the first Ghost in existence that ruled along with Abranor before the fall of the empire. Lady Abranor There isn't much known about her besides what the Ghosts know from their documented history of her. She was a Half celestial, born of a partnership between a mortal and a solar and granted abilities those of many planes both inner and outer had never seen before. Granted sight that could seemingly pierce through plains and a body that seemed to be mist when the light was just right, Abranor was a legend. She, along with the First Ghost, became figures of the empire they would forge together and inevitably fall with. She was a benevolent leader. She listened to her people and did as much as she could to keep them happy and peaceful as well as keeping them protected them from the darkness both inside and outside the empire, often using the Ghosts to do so. She ruled with a warm heart and a kind smile to the very end of her rule and before her life ended. The Ghosts are the last remanent of Abranors rule, and they still live to their creed today. The First Ghost Not much is known of the First Ghost besides this; Their loyalty to Abranor was unyielding. The rumors of the First Ghost are more often than not considered theories or legends though there are a few things that are very well known among the Ghosts and Historians. The First Ghost was, at one point, known as one of the dangerous people in the world in their lifetime and, up until Abranors rising, was considered a killer for hire. It is unknown what changed them in such a way to become Abranors blade in the dark for the betterment of the empire. They also were responsible for recruiting and creating the Order of Ghosts aloong with Abranor. They trained the Ghosts to use the blessings Abranor gave them as well as the art of of espionage. They were the deterrent of invasions stopping them before they even began, counter espionage specialists, assassins, and some of the best spies trained under them. When the empire fell, The First Ghost disappeared. It is unclear whether or not if the falling of the empire ended their life just as it had Abranors or if they lived, or maybe even are still alive. There are however some rumors of a Lone Ghost wandering the world starting revolutions and ending tyrannys in less than a days time in the name of Abranor. Credit: Black Queen by Johnson Ting on Artstation

Abranor Ghost Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 1st +2 Favored enemy, Natural Explorer, Thieves Cant 3 0 0 0 0 0 0 2nd +2 Fighting Style, Spellcasting 3 2 2 0 0 0 0 3rd +2 Blessing of Abranor, Primeval awareness 3 3 3 0 0 0 0 4th +2 Ability Score Improvement 3 3 3 0 0 0 0 5th +3 Extra Attack 3 4 4 2 0 0 0 6th +3 Natural explorer, Favored enemy improvements 3 4 4 2 0 0 0 7th +3 Blessing of Abranor feature 3 5 4 3 0 0 0 8th +3 Lands stride, Ability score improvement 3 5 4 3 0 0 0 9th +4 Uncanny Dodge 3 6 4 3 2 0 0 10th +4 Hide in plain sight, Natural explorer improvement 3 6 4 3 2 0 0 11th +4 Reliable Talent, Blessing of Abranor feature 3 7 4 3 3 0 0 12th +4 Ability score improvement 3 7 4 3 3 0 0 13th +5 N/A 3 8 4 3 3 1 0 14th +5 Vanish, Favored enemy improvement 3 8 4 3 3 1 0 15th +5 Blessing of Abranor feature 3 9 4 3 3 2 0 16th +5 Ability Score Improvement 3 9 4 3 3 2 0 17th +6 N/A 3 10 4 3 3 3 1 18th +6 Elusive 3 10 4 3 3 3 1 19th +6 Ability Score Improvement 3 11 4 3 3 3 2 20th +6 Foe Slayer 3 11 4 3 3 3 2 Equipment Leather armor or a Breast plate

A rapier and two daggers or A longbow and 20 arrows

A dungeoneers pack or an explorers pack

Thieves tools and a shortsword Hit Dice Hit Dice: 1d10 per Abranor Ghost level

Hit points at 1st level: 10+con mod

Higher level: 1d10 plus con mod Proficiencies Armor: Light Armor, Breast plates

Weapons: Simple weapons, Longbows, Longswords, Rapiers, Heavy crossbow, Shortswords

Tools: Thieves Tools

Saving throws: Dexterity, Wisdom

Chose three skills from; Acrobatics, Deception, Insight, Investigation, Perception, Persuasion, Sleight of hand, Stealth, Nature, Survival, Animal handling, Intimidation Favored Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations,

beasts

celestials

constructs

dragons

elementals

fey

fiends

giants

monstrosities

oozes

plants

undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. Natural Explorer You are particularly familiar with one type o f natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: • Difficult terrain doesn’t slow your group’s travel. • Your group can’t become lost except by magical means. • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. • If you are traveling alone, you can move stealthily at a normal pace. • When you forage, you find twice as much food as you normally would. • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level. Thieves Cant During your Ghost training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Fighting Style At 2nd level, you adopt a particular style o f fighting as your specialty. Choose one o f the following options.You can’t take a Fighting Style option more than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of your blessings as a ghost to cast spells, much as a ranger or arcane trickster does. See chapter 10 for the general rules of spellcasting and the Ghost spell list. Spell Slots The Abranor Ghost table shows how many spell slots you have to cast your spells o f 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell hunters mark and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells o f your choice from the ranger spell list. The Spells Known column of the Ghost table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Ghost spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spell casting Ability Wisdom is your spellcasting ability for your Ghost spells, since your magic draws on your attunement to the blessings of Abranor. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Blessing of Abranor At 3rd level you chose a Ghost of Abranor path that you choose to follow: Path of The Eye or Path of The Half Body. Both are described at the end of the class description. Your choice grants extra features at 3rd, 7th, 11th and 15th level. Primeval Awareness Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level o f the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creature's’ location or number. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score o f 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. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Land’s Stride Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. Uncanny Dodge Starting at 9th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Hide in Plain Sight Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. Reliable Talent By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. Vanish Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail. Elusive Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated. Foe Slayer At 20th level, you become an unparalleled hunter o f your enemies. Once on each o f your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one o f your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. Credit: "What are you doing ?" Killing. Monsters. by Morgan Yon on Artstation

Abranors Blessings Blessing of The Eye When you chose to follow this Blessing, the essence of Abranors legendary sight replaces one of your eyes and enhances its sight among other things. Credit: Demon Eye by Acjub on Deviantart Scrutinous Sight At third level, you can reveal your eye and scan an enemy to learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice as an action: • Strength score • Constitution score • Armor Class You may only do this once per long rest. Along with this, you also gain the ability of far sight. Revealing your eye grants you the ability to see things clearly up to a mile away. Any ranged attacks you make are not at disadvantage if you firing at the weapons long range. Knowing Eye At 7th level If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. You have advantage on perception and investigation checks on items less than 10 feet away from you and gain proficiency and advantage on Insight checks on creatures you are speaking to or observing. You also gain the ability to cast Arcane Eye once per long rest. Ethereal Sight At 11th level, you gain the ability to cast see invisibility at will a number of times equalling your half your wisdom modifier (minimum of 1) per short or long rest. For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. Along with this, once per day you can stare into the eyes of one creature that you can see and is aware of your presence and either chose to charm it or cause it to be afraid of you. It must make a wisdom saving throw against your spell DC or be under the effects of either charm person or the fear effect by you for one minute. Phantom of The Eye At 15th level, you can become a ghost to those around you. You select a number of creatures equaling your wisdom modifier (minimum of 1) to make a wisdom saving throw against your ghost spell DC. On a failure, those selected are no longer able to see you. Any attacks made against you are made with disadvantage and you have advantage on attacks made against them for a minute. A creature who has true sight automatically succeeds the saving throw and a creature affected by this may repeat the saving throw at the end of it’s turn in an attempt to see you. Should they succeed, they are freed from the effect. If you fall unconcious, any and all creatures who are affected by this are freed from it’s effect. You may only use this once per long rest. You may now use your first blessing twice a day. Blessing of The Half-Body When you chose this Blessing, you are blessed with Lady Abranors ethereal half body. You feel hollow, lighter as though you may blow away with the wind though you are in fact still whole. Credit: Fallen Paladins by Peter Balogh on Artstation Ethereal Speed At 3rd level, you gain the dexterity of Abranor, granting you the ability to use unarmored defense. Your AC is 10+Dex mod+Wis Mod. You also become proficient in stealth, if you are already proficient, you gain expertise in the skill. Your speed also increases by ten feet and should you move more than ten feet before attacking an enemy, you have advantage on the attack and do an additional 2d6 of the weapons damage type, your speed enabling you to strike with a deathly amount of speed.

Half Coporeal Form At 7th level, you can use a reaction to turn your body into a mist like substance for a short amount of time. Until turn, any attacks made against you are at disadvantage and if they hit you take half damage. You may only use this once per long rest. While you are in the ethereal plane, you may now attack enemies from the plane as long as you can see and are within range of them. These attacks have disadvantage and deal force damage rather than the weapons type. With each successful attack the target must make a wisdom saving throw or become afraid for the next minute. Ethereal Shift At 11th level, you gain the ability to step into the ethereal plane itself. Your movement remains the same and you can only see within a 30 ft radius of you. You may move around and through walls and objects at the cost of extra movement. Any creature around you can not see or interact with you unless they have the ability to see into the ethereal plane. You may use this a number of times equaling half your wisdom mod (minimum of 1) and can remain in the ethereal plane until your next turn. Your speed increases another 10 feet and after moving 10 feet you do an additional 4d6 of the weapons damage as long as it is a melee weapon. In addition, if the weapon has piercing damage and they are within 5 ft of a wall, they must make a dexterity saving throw against 10+your Dex or Str mod or be pinned against the wall and restrained. Ethereal Phantom At 15th level, you gain the ability to cast greater invisibility once a day. Along with this, once a day, if an enemy rolls a crit against you, you can choose to take half of the critical damage rather than all of it as a reaction. You also gain the ability to cast Invisibility a number of times equaling half your wisdom mod (minimum of 1) as well as the ability phase through any wall as long as it isn’t thicker than 10ft. Doing so costs 2 extra feet of movement per foot of substance. You can only use this feature once a long rest. Blessing of the First The blessing of the First is a rare sight among the order. As the blessings themselves chooses the Ghost rather than the other way around, the other two are more common. The Blessing of the First however is a Rare sight as it hardly ever appears among the Ghosts. Those that do gain the blessing however are known to have close to the same dangerous figure as the First Ghost. Credit: Pansup Kim on Artstation Firsts Strike When you take this blessing at 3rd level, once per turn when you make an attack against an enemy, you may make it a Firsts Strike. The enemy must make a Constitution saving throw against your spell DC or take one more dice of Force damage using the weapons hit dice as well as make the target lose half of it's movement and it's reaction. Along with this you gain proficiency in medium armor and all martial weapons.

Fast Reflexes At 7th level, If you move and an enemy is granted an opportunity attack, you may use your reaction to add your dexterity modifier to your AC. If you use your reaction to attack an enemy with an opportunity attack and hit, you may make a Strength (Athletics) Check to grapple them against their opposed Dexterity (Acrobatics) or Strength (Athletics) Check. Onslaught At 11th level, you gain a third attack. If you kill an enemy, you may move up to half your movement and make one more attack against another as a reaction, regardless if you're out of attacks You may now do Firsts Strike twice per round, now adding another hit die (Making it 2 extra dice) if the target fails their saving throw. Critical Onslaught At 15th level, if an enemy rolls a critical attack against you, you may parry it. Roll an attack, if the attack hits, you take half damage and strike the target with a blow of your own. If your attack roll is a critical, you take no damage and instead use the enemies critical against them. The enemy rolls their critical as normal and takes the damage as well as your criticals damage. If you kill an enemy in this way, you may up to your full movement to another target to attack them only once. For the next round, enemies become frightened by you and have disadvantage against you. You gain advantage on intimidation (Charisma) checks for the next minute. Ghost Feats There are a number of feats that become available to you as a ghost, expanding your abilities to further suit your needs and improve on your skills. Blessing of the Eye Feats Advanced Perception You gain the ability to see and determine other senses through sight. You can see smells, determine the taste of something by looking at it, see the the vibrations of noises, and determine the texture of something by looking at it. Smells come in different colors and vibrations are seen as waves emanating where they come from. Because of this, you are able to know the presence of creatures hidden from you by their smell and the smallest noise they make and have advantage to percieve them. Blindsight you can make out the shape of things within 15ft of you in your minds eye but cannot discern colour or details. Imaginative Sight If you come across a scene of battle or past phenomenon, you may make an investigation check in an attempt to reimagine the scene as it unfolded. You can determine the number of people there were as well as their size, and, if it was the scene of a fight, determine who fought who. You have advantage on further investigation and perception checks of the scene, reimagining the details of the scene as you investigate further. Eventually you will be able to totally reimagine the scene and state the events in the order of how they happened Remote Sight You gain the ability to remove your eye and place it somewhere within 120 feet of you. This lasts until you retrieve it, leave the 120 foot range or it is destroyed for the duration you may take a minute to concentrate to percieve through your remote sight. If your eye is destroyed, your eye returns to you after you take 5d4 psychic damage. Any attempt to gather the remains of your previous eye fail, as the remnants become dust and ash. Pseudo-Clairvoyance Your eye gains the ability to see and predict the movements of people around you and come up with the most likely scenario for an action or occurence as well as other magical and natural effects. In battle, you may use a reaction to add +2 to your ac if an enemy attacks you to gain the possiblity to block the attack. In non-battle situations, you are able to predict the direction someone would go if you're tailing them. If you can see and are aware of an enemy casting a spell at you, you gain advantage on the save if it has one or they gain disadvantage on the attack if it has one. You also gain advantage on non magical saves from others as long as they are within your sight range. No Blindspot You gain the ability to see all around you in 360 degrees as long as your eye is active. You can no longer be surprised by people attempting to attack from behind and enemies with pack tactics no longer have advantage against you.

Blessing of the Half-body Feats Ethereal Stockpile You gain the ability to create a container that you can place inside of your now ethereal like body and connect it to the ethereal plane. At anytime you can reach inside of your body and into the ethereal plane and take out this container. The container can be no larger than your size catagory. Any attempt to scry on an item inside the container or the container itself is unhindered unless the stockpile has been made to block such divinations. The container itself is located on the ethereal plane connected to you through your blessing. Note: if there are any suggestions for either Half-Body feats or First Blessing Feats, let me know. General Feats Prodigy You are a fast learner in almost everything you do and are quick on your feat to learn new things. All training time is halved for you and when you take this feat you gain proficiency in a skill or set of tools of your choosing. Secret gatherer You gain proficiency in deception and insight, doubling your proficiency modifier ifyou have proficiency in one or both skills, and become astute at prying the secrets out of people while hiding your own. You may spend seven days to gather information on a single person, making insight checks for each day, and by the end of your seven day period have gathered up to a number of secrets your DM decides that you may use against the target.

Spell List Cantrips Mage hand

Push

Life Thread (Dark Arts)

Dueling shadows (Dark Arts)

Umbraturgy (Dark Arts)

Message

Shocking Grasp

Minor Illusion

Mold Earth (EE)

Thunderclap (EE) 1st Level Disguise self

Dizzying Strike

Feather Fall

Cure Wounds

Detect Magic

Detect Poison and Disease

Ensnaring Strike

Fog Cloud

Silent Image

Identify

Hunter’s Mark

Jump

Longstrider 2nd Level Invisiblity

Blur

Detect Thoughts

Cordon of Arrows

Darkvision

Find Traps

Lesser Restoration

Mirror Image

Locate Object

Pass without a Trace

Protection from Poison

Silence

Misty step

Blindness/Deafness

Alter Self

Spider Climb 3rd Level Bestow Curse

Conjure Barrage

Flame Arrows (EE)

Lightning Arrow

Nondetection

Feign Death

Protection from Energy

Slow

Water Breathing

Water Walk

Haste

Fly

Minds Eye

Thunder Step (Xanathars) 4th Level Dimension door

Freedom of Movement

Greater Invisiblity

Polymorph

Hallucinatory Terrain

Arcane Eye 5th Level Mislead

Conjure Volley

Swift Quiver

Shadow Stride (Dark Arts)

Far Stride (Xanathars)

Additional Spells Cantrips Push Your hand becomes a kinetic force to a creature you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Force damage, and is knocked back 5 feet backwards if it fails a dex saving throw The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) First Level Dizzying Strike The next time you hit a creature with a weapon attack before this spell ends,the target becomes dizzied, and the target must succeed on a wisdom saving throw or be dizzied until their next turn. The target can’t take any reactions and has disadvantage on all attack rolls. If the target succeeds on the save, the dizziness fades. The spell does an extra 1d6 points of damage per spell slot above first level. Third Level Minds Eye You cast this spell on a creature within 120 feet of you and see, hear and feel everything they do. The creature must make a wisdom saving throw to resist the effect and know they had the spell cast on them. This spell is concentration and lasts up to a minute. This spell lasts one minute and fades if anything harmful is done to the target. Once the spell ends, you must make a wisdom saving throw against your dc or take 2d6 psychic damage. For each spell level above third, the spells duration lasts a minute longer.

Additional Flavor Stations as a Ghost Blessers Blessers are known as the recruiters of Ghosts across the world. Blessers are often senior members who have reached the pinnacle of being a Ghost. They seek those who would fit best for Abranors blessing and grant these people their blessings and the power to change the world. Armorers Armorers are those who offer other Ghosts respite and equipment should they need any. Almost every Ghost knows at least one armorer in their region just in case they ever need it when it is in dire need. Bankers Bankers often have a link to money or power that grants them the ability to skim and grant some sums to Ghosts who are in need of extra funds. Sometimes bankers are business owners of large chains, given the sums needed to fund several Ghosts missions at a time. Specters Specters are the Ghosts who were born into it. Often trained from a young age to be a Ghost and protect the world. They blend in the best with society, trained from the very beginning to do so. While Specters may have family, their true family is the Ghosts. Escutcheon The Escutcheon surpass even the Blessers as Ghosts. They are the protectors of Abranors Descendants, of the Ghosts and everything they stand for. There are only ever ten Escutcheon in existence at one time and these ten are able to use both Blessings of Abranor in their cause to protect their cause. Lamina The Lamina are the blades of the Ghosts. While they have their normal orders as a Ghost, a Lamina is also the hunter of the Ghosts enemies. These enemies are often people who have betrayed the order or ones who have created organizations in order to disrupt or destroy the Ghosts. Shades Shades are the newest of the order. Just given their Blessing by a Blesser and introduced to the Ghosts they would be working with the most. Shades are often large in number most of the time, and more often than not gain the title of Ghost within a year of becoming a shade if they do not die before then. Ghosts The normal Ghost is just that. They are the ones you may never suspect; a bartender right down to beggar. They are trained to kill in an instant and more often than not, look as if they are incapable of doing it. Never Minds Never Minds are not Ghosts, but know of their existence and choose to help in other ways. Whether this be offering respite and healing for a wounded Ghost or a warm meal for the night, Never Minds risk the normality of their own lives to help those doing good work. Blood Of Abranor The Blood of Abranor is often in reference to those of Abranors bloodline. These descendants are often born under the protection of the Order and grow up under it. Not all descendants stay this way however. Once they reach adulthood they are given the option to step away from the order and forget of its existence. Some leave and some stay. Regardless, there is always at least one descendant granting the abilities to Ghosts.

Never Mind Background You have come into contact with the Ghosts one way or another. Whether it be one of them saved your life or you helped one out of a tight spot and decided to help the order in its mission in a lesser but still useful way. Choose a station of Ghost you met and work with your DM on how exactly you how worked with this ghost and what you did in your service with them. Skill Proficiencies: Insight, Perception Languages: One of your choice and Thieves Cant Equipment: a set of common clothes and a hood, a belt containing, a dagger, and a notebook filled with a cipher code from your Ghost. Feature: A friend in the dark. As a Never Mind, you have gained the respect of the Ghost you know and can call upon them if you are in trouble. Different Ghosts may provide different things. A Shade may be able to provide a small amount of support in an upcoming fight or offer some information on an area or person

A Blesser may be able to provide information on people who maybe to help in certain circumstances, these people often being other Never Minds

An Armorer may provide small arms or ammunition and a place to stay for the night if it is needed.

Bankers may provide up to a hundred gp depending on the situation and if it is needed by the Never Mind desperately. They may also provide information on lost shipments of items.

Specters may provide information available to them in their position in society.

An Escutcheon may provide support in a minor sense in a fight. Often leaving traps or a hidden weapon in the combat area.

Lamina will provide information on problematic individuals in area and who to watch for when there is need to move carefully and quietly in an area. The Chain of Command The Leaders The Blood of Abranor The Descendants of Abranor are more often than not the leaders of the order, though they would not call themselves that. Most consider themselves the advisors of the order along with the senior members of the Order. The Escutcheons The Escutcheons are the most senior members of the Order and are often than not the ones who advise the Order in what to do if there is ever a state of emergency. Ten of them Preside over the Order, and each one over a different sect of the Order. This being said, very few Ghosts meet their Sects Escutcheon. The Captains The Blessers The Blessers are the more common of the Recruiters. Given the ability to give a blessing to a good hearted and strong willed person a Blessing of Abranor, these people are more often than not the ones most Ghosts will see on the field along with their Bankers and Armorers. The Armorers The Armorers are known for their skill in acquiring weapons and safe houses for their Ghosts. With this in mind, most Ghosts will see their Armorers normally for items that are less than legal to buy from the normal populaces shops. they are also the creators of the Ghost Blades. The Bankers The Bankers are often than not owners of shops or banks with connections and large amounts of money. They are the funding a lot of the order uses to complete their goal and sometimes are the ones at the most risk if they are given to much attention to. Money even makes the order spin. The Lamina The Lamina are the hunters of the Orders enemies. Very few Ghosts will ever meet their resident Lamina, as they are the least seen of any Ghost in the Order. A Lamina is most likely if anywhere seen in the thick of a fight, often with an enemy of the order. Hunters and Connections The Ghosts & Specters The Ghosts are trained and proper shades, often experienced in the field and in their missions enough to work on their own without any guidance from those more senior of them. The Shades Unexpierenced and lack of complete training, Shades are often sent on missions and supervised by a Ghost or a Captain of the order to make sure they don't die before they can begin their work. The Never Minds The Never Minds are more often than not a close friend or family member of a Ghost who are willing to help the cause in lesser ways. Never Minds are considered the Ghosts connection to the normal world.