Professional Documents
Culture Documents
Ghostwalk 5E
Ghostwalk 5E
Converted by Marsupialmancer.
Blogspot: (http://marsupialmancer.blogspot.com)
Twitter: @MoxWombat
All contents of this document are done for fun and are not intended to be distributed or reproduced
for monetary gain.
Version 2021.4.21
Disclaimers & Content Warning
What is this Conversion? Content Warnings
This conversion document exists purely to Ghostwalk has several mature themes which
translate mechanical contrivances of the should be considered if you wish to consume
Ghostwalk Campaign Option to 5th Edition. this material. Please exercise care in exposing
There are many aspects of the old 3rd Edition your players to elements they may find
incarnation of Ghostwalk that do not neatly fit disconcerting or offensive. These elements
into the design goals and style guide of 5th include:
Edition D&D. As such, these aspects were not
• Death, dismemberment, and gore
converted, by design.
• Existential dread
This guide does not exist to replicate • Ghostly possession (consensual or
unconverted systems or lore save to update otherwise)
references and provide some context to new • Potentially scary images (no jump
mechanical contrivances. An example case is scares, that’s cheap and dumb)
the listing of Ghostwalk’s cosmological • Supernatural horror
structure and listing of gods; without context,
some of that information would appear References & Components
bizarre and out of place. As such, references This guide was put together using freely
to those items do exist in this conversion. available fonts and artwork. Header and title
fonts use Dominican Small Caps.
It is strongly recommended that you
purchase a copy of the Ghostwalk campaign
setting if you wish to use that world and its
setting material, as well as use lore references
or locations present therein. Such material is
not convertible and does not exist in this
document.
I love Ghostwalk and its developers and I
don’t want to risk copying any more of their
work than is already inherent in a venture
such as this.
Nessek is a popular fire deity that is also the Orcus: Demon Prince or God?
matron goddess of sorcery. Possessing
In most D&D settings, Orcus is listed as the
numerous aspects all related to fire and its
demon prince of undeath – itself not a
power, Nessek is worshiped by myriad pedestrian title. In Ghostwalk, this foul
cultures and societies. Among the barbaric entity has the powers of true godhood. Is it
orc and goblin societies, she is a deity of due to some cosmological secret which
destruction whose use of fire to ravage cities grants him greater influence in this world,
is lauded. Conversely, humble blacksmiths or is the line between demon prince and
might offer a small prayer to Nessek to lesser deity blurred? Can he be met in
ensure their forges light after a hard rain. battle and defeated by paragons of
heroism, or is his power so great that he
Like the fire she represents, Nessek herself is sweeps mortal challengers aside like so
mercurial and wild. Nessek’s clerics represent much dust?
any possible aspect of her as a result, using
fire to light hearths, smite enemies, and
cleanse sickness all in the same day. Phaant
The Dark Fate
Nessek is represented by a crown of flame.
Lawful Evil
Her clerics choose either the Light or Forge*
domains. Formerly a goddess of good fortune, Phaant
grew insular and resentful after her partner,
Orcus Galaedros, spurned her in favor of his godly
Demon Prince of the Undead works. Bad luck and ill fate now dominate her
Chaotic Evil sphere of influence, and the people of
Manifest recognize her in their prayers if only
Bloated, vile Orcus has long plagued the
to ward her dire gaze away from their efforts.
world with the curse of undeath. Orcus
himself is much like other demons, a wild and Clerics of Phaant believe that the pendulum of
untamed force of destruction that can fortune inevitably swings to undesirable
nevertheless be calculating and cunning when outcomes. Bad luck is like a force of nature in
the time calls for it. Orcus despises the living their doctrine, as one cannot blame a
hurricane for being what it is. Such clerics are Tephaneron’s clerics adhere to a hierarchy of
dark humored, cynical, and callous. commanders, generals, and warlords. The
strongest of Tephaneron’s faithful is the
Phaant’s religious iconography is a trio of
vessel of the god’s will, until another comes
overlapping diamonds, sometimes affixed
along to displace them in battle.
into a crown or other headdress. Her clerics
usually choose Trickery as their domain. The weapon and symbol of Tephaneron is the
axe, etched with four outward-pointing
Soggelos triangles. As befits the god of battle, most of
The Blue his clerics choose the War domain.
Chaotic Good
Uhanam
Soggelos is a friendly and beloved ocean deity
The Master Strategist
worshiped by coastal communities near
Lawful Neutral
Manifest. Deeply caring and attentive to his
worshipers, Soggelos watches over the The complete antithesis to Tephaneron’s
faithful as they ply the waters for fish, sail to brute confidence, Uhanam is the patron of
distant ports bearing trade goods, or battle skill, magic, careful study, and caution. Hers is
dark terrors that live beneath the waves. a popular religion in civilized lands due to an
emphasis on education, with many schools
Soggelos has no patience for those who abuse
possessing a small shrine to Unaham
the sea or its bounty. Even such irreverent
somewhere on the grounds.
merchant princes leave offerings at a port’s
Soggelos shrine before a voyage, hoping it Military academies also hold Unaham in high
will assuage the god’s wrath should they be regard due to her fondness for superior
forced to dump something overboard. strategies and careful planning. It is
somewhat common for a commander to
The symbol of Soggelos is a blue octopus
employ a cleric of Unaham as their chief
stylized into an eight pointed star. His clerics
tactician.
prefer the Life domain, but some of his more
fanatical avengers are known to choose the A scroll and a woodcarving knife together are
Tempest domain. the symbol of Unaham. Her clerics usually
select the Arcana* or Knowledge domains.
Tephaneron
The Iron General Wyst
Chaotic Neutral The Wanderer
Chaotic Good
A callous and brutish deity, Tephaneron is the
lord of war. Even complex strategy is deemed Superstitious travelers always provide an
the pursuit of frail scholars who are too offering to roadside shrines dedicated to
fearful to lead from the front. In Tephaneron’s Wyst the Wanderer. With her eye always on
doctrine, there is no challenge that cannot be those who walk unfamiliar paths, Wyst’s
overcome through force of arms. If the symbol hangs from the yoke of every caravan
faithful fall in battle, then they simply were ox and the neck of every merchant who has
not strong enough. seen more than their share of brigand raids.
Tephaneron is naturally popular among Wyst maintains few temples in the world
barbarians and warlike monster tribes. aside from the occasional wilderness shrine.
Despite a disdain for military discipline, Her clerics wander the roads between cities,
offering their services as guides and healers The symbol of Wyst is a boot print in the
to those injured on the path. The goddess is center of a compass rose. Her clerics favor the
particularly popular among halflings, whose spear not only for its defensive capabilities,
wanderlust is considered a holy purpose but also its use as a walking stick. Many
among the priesthood. choose Nature as their domain.
Feats
Corrupter (Ghost)
Designer Notes Prerequisites: Ghost, Constitution 13+.
The 3rd Edition of Ghostwalk, as with A ghost classified as a corrupter creates
many splatbooks of its era, was crammed harmful disruptions in both ectoplasm and
full of feats. Since 5th Edition relies less living tissue. While possessing a creature, you
heavily on feats to affect individual may treat it as poisoned at your discretion.
character balance, you will note that the When you hit with a melee weapon attack,
vast majority of these feats were not you may use your bonus action to expel a
converted. portion of your tainted ectoplasm onto the
Circle Magic injury. The creature must succeed on a
Constitution saving throw or be poisoned
Prerequisite: Ritual Casting class ability or
until the end of your next turn. The DC for
Ritual Caster feat.
this saving throw is equal to 8 + your
You may lead a coven, cabal, or congregation proficiency bonus + your Constitution
in ritual magic. Each participating member of modifier.
the ritual must be capable of spellcasting,
The hands of your ghostly form have an
even if they do not meet the prerequisites of
unwholesome blue, gray, or black aura and
this feat. A circle may consist of any number
you leave damp ectoplasmic prints on
of participants.
whatever you touch. You cannot suppress this
Over the course of 10 minutes, your circle effect.
joins their power and draws symbols and
sigils respective to your magical tradition. Dominator (Ghost)
While so joined, participants cannot move at Prerequisites: Ghost, Charisma 13+.
greater than half speed and must remain
Creatures have disadvantage on their saving
within the outer boundaries of the joined
throws against your possession attempts, and
circle, which cannot be greater than 50 feet in
you may possess objects up to one size
diameter.
smaller or larger than yourself. While
During the joining, every member of the circle possessing a creature or object, you may use
may cast rituals known by any other member your action to force it to make a single attack
of the circle, provided they are capable of against a creature you can see.
casting spells of the respective level. For
If you are possessing a creature, it uses its
example, if a 1st level wizard joins a 9th level
attack bonus to resolve this attack. If you are
cleric in a circle, the wizard cannot cast the
possessing an object, you make a melee spell
cleric’s commune spell, but the cleric may cast
attacking using Charisma as your ability
the wizard’s find familiar ritual!
modifier for attack and damage. The object
Such rituals require any material components deals damage according to its size; a Tiny
required by the spell and take the usual object deals 1d4 damage, a Small object deals
amount of time to cast as rituals (10 minutes 1d8 damage, a Medium object deals 2d6
longer than the normal casting time). damage, a Large object deals 2d10 damage,
and a Huge object (should you become
capable of possessing it) deals 2d12 damage.
The head of your ghostly form adopts an tremble in your vicinity. You cannot suppress
unwholesome dark halo and your voice this effect.
echoes with malevolence. You cannot
suppress this effect. Shaper (Ghost)
Prerequisites: Ghost, Intelligence 13+.
Haunt (Ghost)
Shapers are masters of forming their
Prerequisites: Ghost, Wisdom 13+.
ectoplasm into unusual configurations. You
Haunts are ghosts that specialize in may use your action to polymorph into any
frightening victims or affecting emotions. object of your size or smaller. You may
Whenever you are incorporeal and not concentrate to remain in this state for up to
possessing a creature or object, you may use 1 hour but may cease concentration on it at
your action to terrify creatures of your choice any time. If you are incorporeal when you use
that can see you and are within 60 feet. Such this feat, you become material for the
creatures must succeed on a Wisdom saving duration of your concentration. If you suffer
throw or be frightened. The DC for this saving any damage while in this state, you
throw is equal to 8 + your proficiency bonus + immediately return to your normal form. The
your Wisdom modifier. The creature may object you imitate must be familiar to you and
repeat this saving throw at the end of each of its true nature can only be discerned through
its turns to end the effect. Once you have used determined investigation. The DC for any
this ability, you cannot do so again until you relevant Intelligence (Investigation) checks is
have completed a short or long rest. 8 + your proficiency bonus + your Intelligence
modifier.
Furthermore, when you are possessing a
creature, you may elect to give the creature Furthermore, you may adjust your ectoplasm
advantage or disadvantage on Wisdom saving to appear as though you died of natural
throws. This does not use an action of any causes, masking the truth behind your
kind. gruesome demise. This can be done as an
action and does not require concentration,
Your eyes turn black or have a hollow,
lasting as long as you desire.
frightful appearance. You cannot suppress
this effect. Objects you handle or inhabit sometimes
experience unusual temperature or color
Poltergeist (Ghost) changes for a few moments. You cannot
Prerequisite: Ghost, Strength 13+. suppress this effect.
Poltergeists are those ghosts who affect the Traveler (Ghost)
material world in unexpected ways. You learn
Prerequisite: Ghost, Dexterity 13+.
the mage hand cantrip, though the hand itself
is invisible when you use this spell. Your ectoplasm is slippery and moves with
Furthermore, you inflict full damage to unearthly speed. Your base walking speed
creatures with melee weapon attacks while increases by 5 feet and you have advantage
incorporeal, provided your attack is on Strength (Athletics) or Dexterity
otherwise capable of penetrating resistances (Acrobatics) checks made to initiate or escape
or immunities. a grapple.
There is a constant light movement of air in
your presence and unattended objects might
When you use the Dash action, you ignore the Your rapid movements sometimes leave
effects of difficult terrain imposed either by ghostly afterimages. These images are not
environment, moving through objects, or sufficient to fool onlookers to mislead them.
moving through creatures until the end of You cannot suppress this effect.
your turn.
Equipment and Services
undead, such as wraiths and nightwalkers.
Goods
This ectoplasm costs ten times as much for a
The following items are available in most
similar quantity. Living creatures who handle
markets of Manifest, though their relatively
dark ectoplasm must succeed on a DC 13
high prices put them out of reach of the
Constitution saving throw for each round of
average consumer.
unprotected skin-to-skin contact or have
Ectoplasm their maximum hit points reduced by 1d6
until they complete a long rest.
Trade Good
25 gp, 1 lb. Dark ectoplasm is also a virulent poison to
ghosts, to which they are not resistant. A
Ectoplasm is a quasi-ethereal substance
ghost affected by dark ectoplasm, whether
created by exposure to ethereal sources. It is
splashed upon their bodies or coated upon a
the primary component of incorporeal
weapon, forces the ghost to make a DC 16
creatures and their semi-corporeal bodies,
Constitution saving throw or have their
though there are various types of ectoplasm
maximum hit points reduced by 4d6 until
reliant on the source itself. Ectoplasm has a
they complete a long rest. If a ghost is
peculiar, almost alcohol smell and has a slight
reduced to a maximum hit point value or zero
gel-like consistency. When subjected to
or fewer, they are destroyed and return as a
temperature gradients on the Material Plane,
wraith at midnight.
it can range from stringy and tough to
liquidous and runny. Ghost Touch Equipment
Raw ectoplasm is that left behind when ghosts Adventuring Gear, Armor, or Weapon
and similar incorporeal entities are Cost varies, weight varies
destroyed. It can also be harvested from
The industries and services developed in
places in the Ethereal Plane, though such
Manifest over the centuries required goods
ventures are extremely dangerous. Raw
that were useful to ghosts. Though in
ectoplasm is unstable and evaporates into
Manifest proper this is not a significant
nothingness when brought onto the Material
concern, ghosts venturing beyond the borders
Plane without an anchor, such as being part of
of the city might find themselves unable to
a ghost’s manifested body. Such evaporation
utilize their precious equipment. The
completes within 10 minutes, regardless of
development of ghost touch equipment was
the quantity.
an immediate success in Manifest’s markets,
Raw ectoplasm can be converted into stable though the process for creating such
ectoplasm through use of the preserve equipment is neither easy nor cheap.
ectoplasm spell. Such enchantment is
Ghost touch is a quality that can be applied to
permanent and allows the ectoplasm to be
any piece of equipment, from torches to
stored in containers long term without risk of
swords and armor. Typically, only durable
evaporation or spoilage. When purchasing or
goods and gear are worth the investment –
finding a quantity of ectoplasm in storage, it is
though there may be a situational use for a
always stable ectoplasm.
ghost touch lantern, it is much simpler to cast
Much rarer dark ectoplasm is created by the the humble light spell than invest in such a
passage or destruction of powerful evil luxury item.
Ghost touch equipment can be touched and used by undertakers throughout the land to
held by incorporeal ghosts and other such prepare a body for burial or conduct
entities (but not fully ethereal ones!). When autopsies. While there is some overlap with a
such equipment is worn or held, it counts as healer’s kit as it relates to the components of
either corporeal or incorporeal, whichever is the toolkit, an emphasis on less-than-savory
of greater use to the one carrying it at the means makes a mortician an impromptu
time. savior at best.
For example, the ghost of a fallen knight When hard pressed, a set of mortician’s tools
invests in a suit of ghost touch plate armor to allows a DC 10 Medicine check made with
protect them when out searching for their disadvantage to stabilize or heal living
killer. The ghost is rendered incorporeal individuals. The tools may be used to perform
through the rigors of their journey, but the the same activities on ghost creatures
armor remains on their form and does not without disadvantage.
drop to the ground. Further, when the ghost
Components. A set of mortician’s tools
attempts to pass through a door, the armor
consists of a trio of heavy gauge needles, a
will travel with them without inhibiting them.
spool of tough thread, several bundles of
Though this is a magical quality produced by bandages, a bone saw, embalming fluids,
alchemical processes involving raw several sets of eye caps, and a sharp scalpel.
ectoplasm and ritual incantations, ghost touch
Arcana, Investigation. Your familiarity with
equipment is not considered magical for
the dead allows forensic investigations of
purposes of overcoming damage resistances
corpses or undead to determine how they
or immunities except when applied to
died or what spell might be used to animate
incorporeal creatures. Thus, the
the corpse.
aforementioned ghost touch longsword can
strike a wraith or incorporeal ghost character History, Religion. Knowledge of various
and ignore its resistances accordingly, it does cultures’ burial rites and superstitions
not allow them to damage a golem unless the surrounding death may grant one insight on
longsword were also made of adamantine or preparing corpses without offending
enchanted with magical bonuses. members of that culture.
The exact cost for a ghost touch item varies Medicine. Proficiency with mortician’s tools
based on the supplier. When in doubt, a grants you knowledge about preparing
common mundane item is considered a corpses for display or burial in accordance
common magic item, a piece of combat with traditions you know and understand.
equipment such as a sword or suit of armor is You are also familiar with the various types of
considered an uncommon magic item, and a rot and infection that are prevalent around
specialized tool or apparatus is considered a corpses and how to cleanse the body of them
rare magic item for purposes of determining after handling the dead.
average cost.
Shellcraft Manikin
Mortician’s Tools Adventuring Gear
Tools 250 gp, 40 to 80 lbs.
50 gp, 2 lbs.
A specialized vessel for ghosts who wish to
Available in a select few specialty stores in travel beyond the Manifest Ward and still
Manifest and beyond, mortician’s tools are maintain control over a physical form, the
shellcraft manikin is an object specially- Services
prepared to allow incorporeal habitation. As
In a land with such an unusual proliferation
an action, a ghost can enter the shellcraft
of ghosts, entire service industries are born
manikin and take control of it or leave a
around the need to cater to the souls of the
manikin they are currently inhabiting. Only a
deceased.
single ghost can inhabit a manikin at a time.
While controlling the manikin, the ghost is Body Housing
considered manifested for purposes of 2 gp per day
wearing or wielding equipment. The ghost Due to the mercurial fates of the adventuring
uses its own ability scores for purposes of life, it may behoove one to put their body into
affecting the world around it through the preserved storage for a time while their ghost
manikin, though the ghost suffers ventures elsewhere. This service pays for the
disadvantage on Strength and Dexterity preservation and safe-keeping of a single
ability checks due to the clumsy nature of the corpse for an allotted period of time.
shell. Damage inflicted upon the manikin is
directly transposed onto the ghost inhabiting Hosting, Typical
the body, affecting them as though they were 1 sp per hour
a corporeal entity.
Certain pleasures are denied to ghosts, even
If the inhabiting ghost is reduced to zero hit manifested ones. Flavors are dulled, thirst
points while inhabiting a manikin, the cannot truly be quenched, and tactile
manikin is damaged and must be repaired by sensation feels as if experienced through a
paying half of its cost in supplies or through a thick blanket. There are services provided by
successful tool proficiency check with tinker’s willing individuals to allow possession for a
tools over the course of a short rest. The predetermined frame of time, which then
mending spell, similarly applied multiple allows the ghost to experience some of the
times throughout a short rest, can achieve the joys and sensations of life.
same effect. While damaged in this way, a
ghost cannot inhabit the manikin. Hosting, Superior
1+ gp per hour
The creator of a manikin crafts it in a manner
suitable to their clientele, ranging in size from While a common host is generally easy to
halfling to half-orc and with accompanying locate in Manifest, some ghosts prefer host
stylizing and features. bodies of a particular demeanor or
appearance that is not readily available. With
Spirit Tree Resin a superior host, a ghost might be able to
Adventuring Gear attend high society parties, enjoy exotic foods
250 gp, 1 lb. and delights, or even indulge in licentious or
The resin of the spirit trees that ring the city narcotic desires.
of Manifest has many valuable properties, not There also exist specialized mercenaries who
the least of which is the creation of ghost hire out to ghosts in order to act as hosts for
touch equipment. Though it is possibly to long journeys beyond Manifest or to act as a
extract this substance safely and responsibly very unusual manner of bodyguard. This
for use, the elves who inhabit the Spirit Wood category of host is considered superior for
fiercely guard the trees and there are purposes of pricing.
constant raids against illicit collectors.
Spells
Pleasant visage
New Magic
Preserve ectoplasm
The development of specialized magic for
dealing with or for use by ghosts was 2nd Level
inevitable after the founding of Manifest. Black lungs
Herein are contained a bevy of converted Delay manifestation
spells, grouped by the list on which they Stone bones
appear, followed by their individual
3rd Level
descriptions.
Blessing of the Snake Mother
Designer Notes Corporeal shift
Death lock
There are some spells that didn’t make the Dispel possession
conversion cut. In some cases, these spells Ghost touch enchantment
were rolled into the effects of others that
were converted, such as forced 4th Level
incorporeality and forced manifestation Ghost bane weapon
becoming the single spell corporeal shift. Iron bones
In other cases, such as with mass Proper state
camouflage, the effects of other 5th Edition
8th level
spells were simply better or more easily
Surelife
applied (as is the case with mass
camouflage and pass without trace). Druid Spells
1st Level
Spell Lists Camouflage
Bard Spells Painless death
Preserve ectoplasm
1st Level
Bonerattle 3rd Level
Pleasant visage Dispel possession
Ghost companion
2nd Level Ghost touch enchantment
Disguise undead
Inchoate disharmonics 4th Level
Proper state
3rd Level
Song of the Calling Paladin Spells
Cleric Spells 3rd Level
Ghost companion
Cantrip
Disrupt ectoplasm 4th Level
Ghost bane weapon
1st Level Irresistible force
Create ectoplasm Unmovable object
Painless death
Ranger Spells 2nd Level
Death armor
1st Level
Death lock
Camouflage
Stone bones
2nd Level
3rd Level
Bottomless hate
Corporeal shift
3rd Level Ghost companion
Ghost companion Undead torch
Wall of ectoplasm
4th Level
Ghost bane weapon 4th Level
Iron bones
Sorcerer Spells
Wizard Spells
Cantrip
Disrupt ectoplasm Cantrip
Disrupt ectoplasm
1st Level
Create ectoplasm 1st Level
Pleasant visage Create ectoplasm
Preserve ectoplasm Pleasant visage
Preserve ectoplasm
2nd Level
Death armor 2nd Level
Shroud of undeath Death armor
Stone bones Delay manifestation
Disguise undead
3rd Level Shroud of undeath
Corporeal shift Stone bones
Death lock
Ectoplasmic decay 3rd Level
Ghost companion Death lock
Undead torch Dispel possession
Wall of ectoplasm Ectoplasmic decay
Ghost companion
4th Level Ghost touch enchantment
Iron bones Undead torch
Wall of ectoplasm
Warlock Spells
Cantrip 4th Level
Ghost bane weapon
Disrupt ectoplasm
Iron bones
1st Level
Pleasant visage
Preserve ectoplasm
Black Lungs Constitution saving throw or suffer 5d4
2nd level transmutation points of force damage.
Casting Time: 1 action At higher levels. When you cast this spell
Range: 30 feet using a spell slot of 2nd level or higher, the
Components: V, S damage increases by 1d4 for each slot level
Duration: Concentration, up to 1 minute above 1st.
Casting Time: 1 action You plant your feet and become a bastion of
Range: Self defense. Your speed is reduced to zero and
you cannot be moved by any extrinsic means,
nor can you be knocked prone.
While rooted, you gain a +2 bonus to your AC
and advantage on Strength, Dexterity, and
Constitution saving throws. Should you wish
to move under your own power or go prone,
this spell immediately ends.
Wall of Ectoplasm
3rd level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a cube of resin and a
drop of oil)
Duration: Concentration, up to 1 minute
A contiguous sheet of ectoplasm appears with
at least one edge upon a solid surface within
range. You can make the wall up to 60 feet
long, 20 feet high, and 1 foot thick, or a ringed
wall up to 20 feet in diameter, 20 feet high,
and 1 foot thick. The wall is opaque and lasts
for the duration.
The sheet of ectoplasm is impenetrable to
both corporeal and incorporeal entities, but it
can be attacked and destroyed. A single five
foot square section of ectoplasmic wall has an
AC of 8 and 30 hit points. Passing through a
destroyed section of wall counts as difficult
terrain due to the strands of clinging
ectoplasm that continue to inhibit passage
despite the torn barrier.