So here we have some actually built PC Ghostbusters, representing Peter, Ray, Egon, and Winston as of the Sedgewick Hotel job (i.e., catching Slimer). The first thing I notice is that AC is very low across the board; I may give all the GB classes the “Add your Proficiency Bonus to AC” ability to compensate for this.
The Boys in Gray (First Pass)
Egon Spengler (Sedgewick Job) (CR ½; 100 XP)
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Medium humanoid (human) Brains 3, neutral
AC 12 (padded jumpsuit); hp 13 (3d6)
Speed 30’
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Str 11/+0; Dex 13/+1; Con 11/+0; Int 16/+3; Wis 15/+2; Cha 9/-1
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Saving Throws Intelligence +5, Wisdom +4
Skills Electronics +5, Investigation +5, Medicine +5, Occult +5, Parapsychology +7, Science +7
Proficiencies chemistry tools, electronics tools
Senses passive Perception 12
Languages English, Latin
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Discovery. Dr. Spengler invented the ghost containment technology that makes proton packs and ghost traps possible.
Expertise. Dr. Spengler adds double his proficiency bonus to Intelligence (Parapsychology) and Intelligence (Science) checks.
Inventor. Dr. Spengler has three prodigy-level gadget slots.
Know-It-All. Dr. Spengler adds ½ his proficiency bonus to any Intelligence check he makes that doesn’t already include his proficiency bonus (+1 at 3rd level).
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Actions
Proton Pack. Ranged Weapon Attack: +3 to hit, range 100/300, one target. Hit: 14 (3d8+1) radiant damage, capture.
Plan. Dr. Spengler can take an action to formulate a plan. He chooses up to six creatures (including himself) who can hear and understand him to include in the plan. In the next minute, each creature who is part of the plan may choose to roll a Ghost Die with their choice of any one attack roll or ability check per turn. He must complete a short or long rest before he can use this ability again.
Peter Venkman (Sedgewick Job) (CR ½; 100 XP)
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Medium humanoid (human) Wits 3, chaotic good
AC 11 (padded jumpsuit); hp 20 (3d8+3)
Speed 30’
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Str 10/+0; Dex 11/+0; Con 12/+1; Int 14/+2; Wis 8/-1; Cha 16/+3
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Saving Throws Dexterity +2, Charisma +5
Skills Athletics +2, Deception +7, Occult +4, Parapsychology +4, Persuasion +7, Stealth +2
Tool Proficiencies electronic toolset, cars
Senses passive Perception 9
Languages English, New York pidgin
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Fast Talk. Dr. Venkman can suggest a wildly improbable or even outrageous course of action (limited to a sentence or two) to someone within 30’ who can hear and understand him, they must succeed a DC 13 Wisdom saving throw or they will pursue it to the best of their ability for up to 8 hours (or until they complete the action). Creatures that can’t be charmed are immune to this effect. Asking a creature to actively harm themselves or do something completely contrary to their basic nature immediately ends the effect. Once Dr. Venkman has used this ability, he must complete a short or long rest before he can use it again.
Jack of All Trades. Dr. Venkman can add half of his proficiency bonus to any ability check that does not already include his proficiency bonus.
Nobody’s Fool (Feat). Dr. Venkman has advantage on ability checks or saving throws to see through deception or resist intimidation or persuasion that is not supernatural.
No Job Is Too Big, No Fee Is Too Big. When negotiating to mitigate damage or increase his team’s fee for a bust, he has advantage on his Charisma (Persuasion) check.
Slick Operator. When Dr. Venkman makes ability checks to use Deception and Persuasion, his proficiency bonus is doubled.
Streetwise. Dr. Venkman has advantage on all Intelligence (Investigation) checks to find illicit goods, criminal activity, or people hiding out in urban environments, as well as Charisma (Persuasion) checks made to convince criminals or other shady types that he is safe to interact with.
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Actions
Proton Pack. Ranged Weapon Attack: +2 to hit, range 100/300. Hit: 13 (3d8) radiant damage, capture.
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Bonus Actions
Make a Remark (3 uses). As a bonus action on his turn, Dr. Venkman may choose a creature within 60’ who can hear and understand him. If making a cheering remark, that creature may add a Ghost Die to one attack roll, saving throw, or ability check they make in the next minute, or roll a Ghost Die and regain that many hit points. If they Roll a Ghost when restoring hit points, they regain a number of hit points equal to their Constitution score (or 6, whichever is higher). If making a cutting remark, Dr. Venkman rolls a Ghost Die and that creature must subtract that from their next d20 roll, or he may roll a Ghost Die and subtract that number from the creature’s hit points. If he Rolls a Ghost, the creature must subtract 14. Once he has used this ability three times, Dr. Venkman must have a short or long rest to use it again.
Ray Stantz (Sedgewick Job) (CR ½; 100 XP)
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Medium humanoid (human) Guts 3, lawful good
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AC 13 (padded jumpsuit); hp 31 (3d12+6)
Speed 30’
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Str 12/+1; Dex 10/+0; Con 15/+2; Int 14/+2; Wis 8/-1; Cha 10/+0
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Saving Throws Constitution +4, Charisma +2
Skills Driving +2, Investigation +4, Occult +4, Parapsychology +4, Religion +4, Science +4
Proficiencies computers, electronics tools, mechanical tools
Senses passive Perception 9
Languages English, Latin
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Durable. Dr. Stantz adds his Constitution bonus to his AC, as well as his Dexterity bonus.
Fools Rush In. When Dr. Stantz is surprised on the first round of combat, he may still choose to act on his initiative. If he does, all attacks made against him have advantage, and he has disadvantage on all saving throws until the beginning of his next turn.
Lucky. Whenever Dr. Stantz rolls a 1 on a d20 roll, he may immediately re-roll it and take the better result.
Research Savant. Dr. Stantz has advantage on Intelligence (Investigation) checks made to look up information. When he attempts to recall a piece of lore, if he doesn’t know the information, he at least has a pretty good idea where and from whom he can obtain it, if it’s available.
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Actions
Proton Pack. Ranged Weapon Attack: +2 to hit, range 100/300. Hit: 13 (3d8) radiant damage, capture.
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Bonus Actions
Adrenaline Rush. Dr. Stantz enters an adrenaline rush, gaining the following benefits: he has advantage on all Strength checks and Strength saving throws, he adds a Ghost Die of damage to all successful attacks in combat, and he has resistance to bludgeoning, piercing, and slashing damage. The rush lasts for one minute, but ends early if he is knocked unconscious or his turn ends and he hasn’t attacked a hostile creature, taken damage, or expended a hit die since his last turn. He may enter an adrenaline rush twice. After that he must finish a long rest before he can go into a rush again.
Got Your Back. By expending one or more of his own hit dice, Dr. Stantz may choose to aid a friendly creature he can touch, giving the creature a free saving throw plus a Ghost Die to end any one condition it is suffering, or the creature can immediately regain hit points equal to 1d12 + their Constitution modifier for every hit die expended, plus a Ghost Die.
Winston Zeddemore (When Hired) (CR 2; 450 XP)
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Medium humanoid (human) Brawn 3, lawful good
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AC 14 (padded jumpsuit); hp 24 (3d10+3)
Speed 30’
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Str 15/+2; Dex 16/+3; Con 13/+1; Int 11/+0; Wis 11/+0; Cha 9/-1
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Saving Throws Strength +4, Constitution +3
Skills Athletics +4, Driving +5, Insight +2, Perception +2
Proficiencies cars, demolitions, heavy machinery, mechanical tools, simple weapons
Senses passive Perception 12
Languages English
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Action Surge. Winston can take one additional action on top of his regular action and a possible bonus action. He must finish a short or long rest before he can use this ability again.
Nice Shootin’, Tex! Winston adds +2 to all ranged attack and damage rolls (reflected in his statistics), including rolls made to capture ghosts (or adds +2 to the DC a ghost must beat to avoid capture, as applicable). Also, when he makes a ranged attack, he may add a Ghost Die to the attack roll or damage roll. He must take a short or long rest before he can do this again.
Sane. When Winston is subject to confusion effects, he rolls twice and takes the preferred result. In situations where having a “voice of reason” would be beneficial, Winston or an ally within 30’ that can hear him has advantage on Charisma (Persuasion) checks.
Strong Back. Winston’s carrying capacity is doubled and he may always add a Ghost Die to Strength checks made to push, pull, lift, or break objects.
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Actions
Proton Pack. Ranged Weapon Attack: +7 to hit, range 100/300. Hit: 18 (3d8+5) radiant damage, capture.
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Bonus Actions
Second Wind. Winston can use a bonus action to regain hit points equal to 1d10+3. He must finish a short or long rest before he can use this ability again.
Slimer (CR 2; 450 XP)
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Medium undead (trappable), chaotic neutral
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AC 12; hp 22 (5d8)
Speed 0’, fly 50’ (hover)
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Str 1/-5; Dex 14/+2; Con 11/+0; Int 10/+0; Wis 10/+0; Cha 11/+0
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Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60’, passive Perception 10
Languages understands English but can’t speak
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Ethereal Sight. Slimer can see 60’ into the ethereal plane when he is on the material plane, and vice versa.
Incorporeal Movement. Slimer can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object.
Sunlight Sensitivity. While in sunlight, Slimer has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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Actions
Charge (Recharge 5-6). Slimer flies up to 30’ and attacks with either his Forceful Slam or his Slime, ending his movement adjacent to the target. If the attack hits, it does an extra 5 (1d10) points of damage.
Etherealness. Slimer enters the Ethereal Plane from the Material plane, or vice versa.
Forceful Slam. Melee Weapon Attack: +4 to hit, reach 5’, one creature. Hit: 10 (3d6) force damage.
Slime. Melee Weapon Attack: +4 to hit, reach 5’, one creature. Hit: 5 (1d10) damage and the target is slimed. The target must immediately attempt a DC 10 Dexterity saving throw or fall prone.
Telekinetic Fling. Slimer either telekinetically grabs a nearby unattended object up to 150 lbs, or manifests an ectoplasmic pseudo-object appropriate to his nature (generally spoiled food in Slimer’s case) and flings them at a creature within 30’. This acts as a ranged weapon (+4 to hit) dealing 5 (2d4) bludgeoning damage. Two or more phantasms working in tandem can move objects up to 450 lbs, doing 16 (3d10) bludgeoning damage.
Telekinetic Thrust. Slimer targets a Medium or smaller creature within 30’ of him and makes a Charisma check contested by the target’s Strength check. If Slimer wins the contest, he flings the target up to 30’ in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 bludgeoning damage per 10’ moved.
Whattya think? The first draft of the document is done and I’m beginning revisions now, so now’s the time for feedback!
-The Gneech