(Artwork by T. Rex Jones. Thanks for the heads-up, Softpaw!)
Why just bust ghosts, when you can do it with style?
Moves (First Draft)
Hit Die: d8
Hit Points at 1st Level: 8 + your Constitution modifier
Saving Throws: Dex, Cha
Proficiencies: two toolsets, languages, musical instruments, or other equipment of choice
Skills: You are proficient with Acrobatics. You may also choose three from Athletics, Driving, Insight, Intimidation, Investigation, Mechanics, Occult, Perception, Performance, Persuasion, Pilot, Religion, Stealth
|1||+2||Nice Moves, Nimble Minx|
|2||+2||Action Surge (one use)|
|14||+5||Action Surge (two uses)|
|18||+6||Action Surge (three uses)|
|19||+6||Just That Good|
Choose one proficiency from your skills, tool proficiencies, or musical instrument proficiencies. Your proficiency bonus is doubled when making any checks on Dexterity (Acrobatics) and the chosen proficiency.
On your turn, you may use a bonus action to take the Dash, Dodge, or Disengage actions.
At 2nd level, on your turn, you may take an extra action, on top of any other action and possible bonus action. You must complete a short or long rest before using this ability again. At 14th level you have two uses between short or long rests, and at 18th level you have three uses between short or long rests.
At 3rd level, you choose a specialty for character. The choices are Marksman or Razzle Dazzle. You immediately gain the first benefit associated with that specialty, and gain another benefit at 9th, 12th, 16th, and 20th level.
Whenever this option comes up, you have your choice of one of the following options: increase one ability score of your choice by +2, increase two ability scores of your choice by +1 each, gain a feat.
Starting at 5th 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.
Beginning at 6th level, your movement is not hampered by difficult terrain. Also, you may return to a standing position from being prone on your turn without expending movement.
Beginning at 7th level, your weapon attacks score a critical hit on a roll of 19 or 20.
Starting at 10th level, whenever you make an ability check that allows you to add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Beginning at 11th level, you may add a Ghost Die to all saving throws to avoid the Grappled, Prone, or Restrained conditions.
Beginning at 15th level, you are so elusive that no attack roll against you has advantage while you are not incapacitated.
Just That Good
Beginning at 19th level, whenever you Roll a Ghost (for any reason), you may immediately take a free action.
Sharp Shot: At 3rd level, you acquire the Sharpshooter feat if you do not already have it. Also, you get +2 on all ranged attacks, including ghost capture attempts (or alternatively, add +2 to the DC a ghost must beat to avoid a capture attempt you are making). When using the Attack action with a ranged weapon, you may use your bonus action to make a second attack.
From the Hip: If you are surprised on the first round in combat, you may still draw and fire a ranged weapon as a reaction, but with disadvantage on the attack roll.
Boom! Headshot. Beginning at 9th level, when you make a critical hit with a ranged weapon, it automatically does the maximum amount of damage.
Double Barrels: Beginning at 12th level, when making a ranged attack, you may attack twice with the attack Action (similar to the Extra Attack feature of the Brawn class). This is in addition to any attack you make with your bonus action.
Use the Force, Buster! At 17th level, your instincts are so finely honed that you do not actually need to be looking at your target to hit them. You are never at disadvantage for blindness or target invisibility when making a ranged weapon attack. You can also shoot a target while looking the other way, which just plain looks badass.
Fireworks: At 20th level, when make a ranged attack with the Attack action, you may choose to make a single attack against every target within range. Doing so forfeits the extra attack from Double Barrels, but you may still use your bonus action to make a second attack if you wish.
Slick Moves: At 3rd level, you learn a number of maneuvers from the Battle Master maneuvers list from the Fighter Class of the Player’s Handbook equal to your proficiency bonus. Every time your proficiency bonus increases, you may select another maneuver. When you gain new maneuvers, you may also replace one maneuver you know with a different one if you choose. Your “superiority dice” are Ghost Dice and their size does not increase. You have a number of superiority dice equal to your proficiency bonus + your Dexterity modifier. The saving throw against any of your maneuvers is equal to 8 + your proficiency + your Dexterity modifier.
You may also expend one of your superiority dice to add a Ghost Die to any Dexterity check, Dexterity saving throw, or ranged attack roll, but you may only do this once per turn.
Super Fly: Beginning at 9th level, when you Roll a Ghost on a superiority die, the die is considered to have not been expended by its use.
Quicker Than the Eye: At 12th level, when you are hit by an attack or fail a Dexterity saving throw, as a reaction you may immediately move yourself up to 30′ away before the blow lands (as if taking the Dash action). If this takes you out of range of the attack or the area of effect, you remain unscathed. You must complete a long rest before you may use this ability again.
Ain’t Even Tired: Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
Phoning It In: At 20th level, if your attack misses a target within range, you may convert the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. You must complete a short or long rest before you can use this ability again.
Whattya think? Next time, the last of the classes: Wits.