TEXT: EN World EN5IDER | I Ain’t Afraid of No Ghost
   
  writing  Kiel Chenier
   color art  Ellis Goodson
   
  editing  James Haeck
   
  layout  Eric Life-Putnam
  A 
  fAmily of commoners cowers in their 
   cellar as their youngest daughter thrashes 
   against the wooden door, possessed 
  by a vengeful spirit. A whole village of terrified 
  people retreats into a church, hoping the walls of 
  their gods will protect them from the shambling 
  evil that lurks outside. A trio of women scream as 
  flames lick their feet as the cowardly town elders 
  put them to the torch, accusing them of witchcraft. 
  I Aint Afraid 
  of No GHOST
  Subclasses for Hunting Evil
  EN World EN5IDER | I Ain’t Afraid of No Ghost
  
  I Ain’t Afraid of No Ghost | EN World EN5IDER
  Banish Undead
  At 2nd level, your Channel Divinity: Turn Undead 
  power is improved. The range of Turn Undead is 
  extended to 60 feet, and the time undead creatures 
  are turned is improved to 1d4 minutes.
  Undead Knowledge
  At 6th level, you gain the ability to see the undead 
  as they truly are. If you spend at least 1 minute 
  observing or interacting with an undead creature 
  outside of combat, you intuitively know what 
  kind of undead creature it is and how powerful 
  it is compared to you. The Game Master must 
  tell you three of the following of the undead 
  creature’s characteristics: its armor class, its hit 
  point total, its highest ability score, its damage 
  vulnerabilities, resistances, or immunities.
  Shatter Undead
  Starting at 8th level, you can command an 
  undead creature to release its hold on the world 
  in the name of your god. As an action, you can 
  remove all resistances and immunities from any 
  one undead creature that you can see or hear. 
  The undead creature only retains the immunities 
  and resistances it had when it was alive. This 
  effect lasts for a number of rounds equal to your 
  Wisdom modifier. You cannot use this feature 
  again until you complete a short or long rest.
   At 14th level, Shatter Undead lasts for a number 
  of rounds equal to 1d4 + your Wisdom modifier.
  Past the Veil
  By 17th level, you have learned much about 
  the powers of undeath, and are assured in your 
  faith in your deity. Each day, you are immune to 
  a number of points of necrotic damage equal to 
  your cleric level x 5. You regain this amount of 
  necrotic damage immunity after taking a long 
  rest.
  These are the unique threats and challenges of a 
  horror-driven fantasy game, and they require a 
  unique kind of hero.
   This article introduces three new player options 
  for the cleric, paladin, and rogue to combat and 
  drive back the things that go bump in the night. 
  They’re perfect for a horror-themed campaign or 
  one-shot filled with ghosts, vampires, witches, 
  and other Evil-aligned, Halloween-themed 
  monsters, but are versatile enough to use in any 
  fifth edition game.
  Clerical Divine Domain: 
  Spirit
  The Spirit domain is one of righteous protection 
  against the most unholy of forces: undeath. It 
  channels the power of Good- and Neutral-aligned 
  deities to guide wayward souls and ghosts 
  into the next plane of existence, helping them 
  leave the material plane. When those spirits are 
  uncooperative, or worse, are evil and malign, 
  adherents of this domain are given the power to 
  punish them and banish them to the depths of the 
  hells or abyss. The Spirit Domain is available to 
  followers of deities that oversee the process of life 
  and death, but see undeath as abhorrent. 
  Spirit Domain Spells
  Cleric Level Spells
  1st
  detect evil and good, searing smite
  3rd
  phantasmal force, see invisibility
  5th
  remove curse, speak with dead
  7th
  banishment, death ward
  9th
  contact other plane, hold monster
  Divine Sense
  When you choose this domain at 1st level, you 
  gain the paladin’s Divine Sense feature.
  I Ain’t Afraid of No Ghost | EN World EN5IDER
  
  EN World EN5IDER | I Ain’t Afraid of No Ghost
  Paladin’s Sacred Oath: 
  Courage
  The Oath of Courage is an oath seldom taken, 
  for it elevates a devoted woman or man above 
  just the station of being a paladin. They become 
  an ideal; a clarion call in the darkness capable of 
  bolstering those who are frightened. To swear 
  this oath is to make yourself an enemy of all 
  who would use terror to manipulate and harm 
  the frightened. Just as you can sense evil and 
  undeath, undeath and evil can sense you. The 
  armor and appearance of these paladins is often 
  simple and utilitarian; whatever gets the job done. 
  What’s different about them is their voice: strong, 
  compassionate, and inspiring. It is the voice of a 
  leader in the darkest of times.
  Tenets of Courage
  The Oath of Courage has few tenets, but they 
  serve as constant reminders about a paladin’s 
  purpose. Often, paladins will repeat these tenets 
  to themselves in a crisis to strengthen their 
  resolve.
   ▶ Fight the Fear. Fear exists for only one 
  purpose: to be conquered. You must fight the 
  fear in your own heart before you can fight 
  the fear in others.
   ▶ Bolster the Timid. Agents of fear—undead 
  and otherworldly horrors—will try to break 
  your compatriots will with terror. Do not let 
  them. Your courageous example will make 
  your allies courageous as well.
   ▶ Inspire the Meek. You have taken this oath, 
  but the common person hasn’t. They will be 
  afraid when monsters come to their door. 
  It is your duty to give them the hope, the 
  confidence, and the tools to fight alongside 
  you.
   ▶ Fortify Your Surroundings. To survive the 
  long and terrifying night, you must be 
  prepared. Always be on the lookout for ways 
  to make your surroundings more secure, 
  safe, and defensible. You may be able to 
  survive a night raid, but those you look after 
  may not. 
  Oath Spells
  Paladin Level
  Spells
  3rd
  bless, protection from evil and good
  5th
  branding smite, calm emotions
  9th
  beacon of hope, create food and water
  13th
  banishment, death ward
  17th
  banishing smite, dispel evil and good
  Channel Divinity
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options:
   Courageous Words. As an action, you can call 
  out to your allies and give them the courage 
  to succeed, or you can call out to one ally in 
  particular and almost guarantee their success with 
  your courage, using your Channel Divinity. You 
  grant an ally that can see or hear you a Courage 
  die, a d6. Once within the next 10 minutes, that 
  ally can roll the d6 and add the number rolled to 
  one ability check, attack roll, or saving throw that 
  they make. The ally can wait until after they roll 
  the d20 before deciding to use the Courage die. 
  Once the Courage die is rolled, it is lost. An ally 
  can have only one Courage die at a time.
   Rousing Speech. As an action, you can use your 
  commanding voice and presence to dissuade 
  enemy creatures from advancing against you or 
  your allies, using your Channel Divinity. Each 
  hostile creature that can see or hear you must 
  make a Wisdom saving throw against your spell 
  save DC. On a failure, the creature is no longer 
  hostile, stopping any attempt to attack you or 
  your companions for a number of rounds equal to 
  half your level (rounded down). This effect ends if 
  affected creatures are attacked during this time.
  Aura of Courage
  At 7th level, you emanate an Aura of Courage 
  earlier than other paladins. At 10th level its range 
  is improved to 30 feet, and further improves to 50 
  feet at 18th level.
  Protecting Touch
  At 15th level, your Lay on Hands feature is 
  improved dramatically in order to not only heal, 
  EN World EN5IDER | I Ain’t Afraid of No Ghost
  
  I Ain’t Afraid of No Ghost | EN World EN5IDER
   ▶ All allies that can see or hear you are 
  immune to being frightened or charmed.
   ▶ All allies within 15 feet of you have 
  advantage on attack rolls against undead and 
  fiends and advantage on saving throws to 
  resist effects and spells undead and fiends.
   Once you use this feature, you can’t use it again 
  until you finish a long rest.
  Roguish Archetype: 
  Witch Hunter 
  You are versed in the secret ways of ousting and 
  destroying witches and other evil creatures that 
  hide amongst civilization. You know how to spot 
  them, how to make them give up their secrets, 
  and how to hunt them when they run. In addition 
  to features that improve your ability to sense these 
  creatures and fight them with ranged weapons, 
  you also learn useful new interrogation rituals 
  designed to unmask the minions of evil. 
  Bonus Proficiencies
  When you take this archetype at 3rd level, you 
  gain proficiency with shortbows, longbows, and 
  all forms of crossbow. If your game supports it, 
  you become proficient with weapons with the 
  Entangling property such as the bolas.1
  Immobilizing Shot
  Starting at 3rd level, you are able to stop creatures 
  from fleeing from you. When you hit a creature 
  with a ranged weapon attack, you can use a bonus 
  action to have shot the creature in the legs or feet. 
  The creature suffers from the restrained condition 
  and the attack deal half damage. If attacking with 
  an Entangling weapon, the DC of the Strength 
  (Athletics) or Dexterity (Acrobatics) saving throw 
  is increased to 14.2
  1 Connors, “As Good As His Blade,” EN World 
  EN5ider. https://www.patreon.com/posts/3008132
  2 Ibid.
  but also protect your allies on the battlefield. 
  When you use Lay on Hands on a creature, 
  that creature gains a +2 bonus to AC for 1 hour, 
  provided they continue to fight courageously. Any 
  attempt to move away from, flee from, or hide 
  from an enemy in combat negates this +2 bonus to 
  AC. A creature healed using Lay on Hands cannot 
  receive this bonus to AC more than once within 
  the hour.
  Fearless Champion
  At 20th level, you may assume the form of a 
  holy avatar of courage. You have the ability to 
  wrest the fear from those around you and inspire 
  them towards greatness. Using your action you 
  undergo a transformation. For 10 minutes, you 
  gain the following benefits:
   ▶ Your features become like that of a lion. You 
  gain a Roar attack that, as an action, deals 
  3d6 thunder damage to all Evil creatures 
  within 30 feet of you that can hear you. 
  I Ain’t Afraid of No Ghost | EN World EN5IDER
  
  EN World EN5IDER | I Ain’t Afraid of No Ghost
  Interrogation Rituals
  At 9th level, you gain access to three interrogation 
  rituals. These are supernatural techniques 
  used to gather information from evil creatures 
  masquerading as ordinary people, such as hags, 
  witches, doppelgangers, and other shapeshifters. 
  These rituals must be performed within 1 hour of 
  being set up, or their power is wasted.
   Boiling Tincture. While the creature is bound, 
  you funnel a boiling solution of sacred herbs and 
  spices down their throat to burn away the evil 
  within. A Boiling Tincture requires 1 hour to set 
  up, and 75 gp worth of consumable materials. 
  This ritual forces the creature to make Wisdom 
  checks at disadvantage in order to maintain their 
  disguise. These are contested by your Charisma 
  (Intimidation) checks.
   Salt and Iron Dousing. While the creature is 
  captive, you splash their faces and bodies with 
  brew of salt water and cold iron shavings. A 
  Salt and Iron Dousing requires 20 minutes to set 
  up, and 25 gp worth of consumable materials. 
  Successful completion of this ritual creates the 
  effects of a zone of truth spell, with the captive 
  creature making their Charisma saving throw at 
  disadvantage. 
   Cleansing Fire. While the creature is bound, 
  you pile rosewood at their feet and set it ablaze, 
  burning them. Cleansing Fire requires 1 hour to 
  set up, and 50 gp of consumable materials. This 
  ritual is risky, as it ousts the evil from a cursed 
  or similarly afflicted creature, who then must be 
  saved from the flames before they are consumed.
  This ritual creates the effects of a remove curse 
  spell, with the captive creature making a Wisdom 
  saving throw at disadvantage to resist the effects. 
  The captive creature takes 1d6 fire damage each 
  round until the flames are extinguished. 
  Silvering Ammunition
  At 13th level, you have dealt with enough 
  supernatural forces that you understand the 
  impact that silvered weapons can have, and have 
  developed a method of silvering arrowheads 
  and crossbow bolts that is fast and relatively 
  inexpensive.
   During a short rest or preceding a long rest, you 
  can apply this process to a number of projectiles 
  equal to your level. Each silvered piece of 
  ammunition requires 4 gp worth of silver.
  Supreme Detection
  At 17th level, you are an expert at noticing evil in 
  all of its many forms. As an action, you can focus 
  your senses towards detecting evil. You sense evil 
  creatures as if you had cast detect evil and good. 
  Once you have used this feature, you can’t use it 
  again until you have finished a short rest.
  EN World EN5IDER | I Ain’t Afraid of No Ghost
  
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