Creature Type: You are a Humanoid.
Age: The “lifespan” of phantasms is directly dependent on how quickly they accomplish or stray away from their goal. Their soul is constantly straining to keep them attached to the material plane in order for them to accomplish the goal that brought them back from death, so depending on the strength of their conviction they are able to remain for more or less time in the material realm.
Size: Your size is Medium or Small.
Speed: Your walking speed is 30 feet.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Incorporeal Nature: You are able to transition into an incorporeal state in which your body has the consistency of a smoking shadow. As a bonus action, you can make yourself amorphous and incorporeal, like smoke. Everything you are wearing or carrying is also incorporeal as long as it is on your person. While in this form, your movement is reduced by half, you have advantage on all Dexterity (Stealth) checks, attacks against you are made at disadvantage, you can’t be grappled and are immune to the prone condition, and you can move through a space as narrow as 1 inch without squeezing. You can maintain your incorporeal form for 1 minute, and you can end it early with a bonus action. If you make an attack or cast a spell you immediately return to your corporeal form. If you return to your corporeal form in a space that is too small to accommodate you, you are forcibly ejected to the nearest unoccupied space and take 5 (1d10) force damage per 5 feet traveled while being forcibly ejected. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Ghostly Possession: You can temporarily detach your soul to control the movements of an object or someone else. As an action, you can target either a creature or an object that isn’t being worn or carried within 30 feet of you. Your DC for this ability is equal to 8 + your Wisdom modifier + your Proficiency Bonus.
If targeting an object, you are able to either slowly move an object up to 15 feet, following whatever path you want it to follow, or launch it up to 30 feet in a straight line in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object strikes a creature, that creature must make a Dexterity saving throw. On a failed save, the object stops moving and both the object and the creature take 3d8 bludgeoning damage.
If targeting a creature, the creature must make a Wisdom saving throw. On a failed save, the creature must immediately move half its movement in a straight line in a direction you choose, provoking attacks of opportunity when moving in the designated direction. A creature can willingly fail their saving throw if they so choose.
You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Undead Resilience: Your undead nature allows you to perform feats that those who still cling to life are unable to accomplish:
You do not need to eat, drink, or breathe.
You are immune to disease and have resistance against necrotic damage.
You have advantage on death saving throws.
You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
If you roll a 1 when spending a Hit Die when taking a short rest you can reroll that die. Additionally, if you complete a short rest and have no Hit Dice remaining, you regain 1 Hit Die.
Healing Resistance: The veil between life and death is so thin for you that magical healing is less effective when applied to you. When you receive healing from a spell that specifically states it has no effect on undead, you receive half the hit points healed, rounding up, instead of the full amount.
Ranger Shit:
Level 1: Favored Enemy
You always have the Hunter's Mark spell prepared.
You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger Levels, as shown in the Favored Enemy column of the Ranger Features table.
Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For Example, you could switch to using the mastery properties of Scimitars and Longswords.
Level 2: Deft Explorer
Thanks to your travels, you gain the following benefits.
Expertise.: Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
Languages.: You know two languages of your choice from the language tables in chapter 2.
Level 2: Fighting Style
You gain a Fighting Style feat of your choice (see chapter 5). Instead of choosing one of those feats, you can choose the option below.
Druidic Warrior. You learn two Druid cantrips of your choice (See the Druid class's section for a list of Druid spells). Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
Level 3: Ranger Subclass
You gain a Ranger Subclass of your choice. The Beast Master, Fey Wanderer, Gloom Stalker and Hunter subclasses are detailed after this class's description. A Subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass’s features that are of your Ranger level or lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Spells:
Rope Trick, Disguise Self, Buzzing Bee, Hail of Thorns, Spike Growth, Cordon Of Arrows, Hunter's Mark, Entangle
Feats:
Keen Mind
Source: Player's Handbook
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
Increase your Intelligence score by 1, to a maximum of 20.
You always know which way is north.
You always know the number of hours left before the next sunrise or sunset.
You can accurately recall anything you have seen or heard within the past month.
Skulker
Source: Player's Handbook
Prerequisite: Dexterity 13 or higher
You are an expert at slinking through shadows. You gain the following benefits:
You can try to hide when you are lightly obscured from the creature from which you are hiding.
When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
Ranger subclass shit:
Level 3: Umbral Sight
You gain Darkvision with a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.
You are also adept at evading creatures that rely on Darkvision. While entirely in Darkness, you have the Invisible condition to any creature that relies on Darkvision to see you in that Darkness.
Level 3: Dread Ambusher
You have mastered the art of creating fearsome ambushes, granting you the following benefits.
Ambusher's Leap. At the start of your first turn of each combat, your speed increases by 10 feet until the end of that turn.
Dreadful Strike. When you attack a creature and hit it with a weapon, you can deal an extra 2d6 Psychic damage. You can use this benefit only once per turn, you can use it a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Initiative Bonus. When you roll Initiative, you can add your Wisdom modifier to the roll.
Notes