Half Ghost (5e Class)
From d&d wiki.
- 1 Half Ghost
- 2 Creating a Half Ghost
- 3.1 Table: The Half Ghost
- 3.2 Basic Ghost powers
- 3.3 Going Ghost
- 3.4 Ghost Energy
- 3.5 Controlled Flight & Phasing
- 3.6 Elemental Spirithood
- 3.7 Ability Score Increase
- 3.8 Ghost Sense
- 3.9 Ghostly Prowess
- 3.10 Overshadow
- 3.11 Ghostly Wail
- 3.12 Ghost Shield
- 3.13 Duplication
- 3.14 Ghostly Level Up
- 3.15 Repulsion Field
- 3.16 Final Wail
- 4.1 Overcharger
- 4.2 Frost Spirit
- 5 Multiclassing
Half Ghost [ edit ]
A human is locked in combat with mercenaries trying to kill him, their blades swinging at his body in an attempt to claim flesh. A misstep from the human allows the blade to meet its mark, and pass right through it with no effect. "You intend to kill what's half dead?" White rings encompass the humans body as his attire becomes fashionable battle armor. His eyes glow green as he shoots energy from his hands, making quick work of his foes.
A Half Ghost gains its power from a dimension called the Ghost Zone, usually from a being inside that realm through a ritual or a mistake in practicing necromancy. Some say the power and calls of the realm to join the afterlife will drive you insane one day, but most just say "I'm going ghost!"
Creating a Half Ghost [ edit ]
You can make a Half Ghost quickly by following these suggestions. Strength should be your highest ability score, followed by Dexterity, then Constitution.
As a Half Ghost you gain the following class features.
Hit Dice: 1d8 per Half Ghost level Hit Points at 1st Level: 8 + Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Half Ghost level after 1st
Armor: Medium & Light armor Weapons: Simple Weapons Tools: Smith's tools Saving Throws: Constitution, Dexterity Skills: Athletics and choose two skills from Acrobatics, History, Nature, Survival, perception, or Religion
You start with the following equipment, in addition to the equipment granted by your background:
- ( a ) chain shirt or ( b ) Leather armor
- Explorer's Pack
- If you are using starting wealth, you have 5d4x10 in funds.
Basic Ghost powers [ edit ]
Starting at 1st level, you begin to gain control over your ghostly abilities. Many of your abilities draw on your power within through ghost points. Your ghost point maximum is equal to double your Half Ghost level or 3, whichever is higher (unless you're multiclassing, in that case it's equal to your Half Ghost level). You regain all of your ghost points after a long rest, or half rounded up after a short rest. When you would be hit by an attack or object you can use 1 ghost point and your reaction to perform a Dexterity Saving Throw (DC 11) to temporarily become intangible and let only 1 attack or object go through your body without harming you, this feature can only be used once per round. You can do this if you are to be moved against your will, allowing you to not move.
Going Ghost [ edit ]
Starting at 1st level you can use your bonus action to transform your body into your ghost form by enveloping yourself in 1 or 2 rings of light originating from somewhere on your body. Your body is mostly the same in this form, your hair turns white and your eyes become the color of your choice, your visible clothes are what you wore when you received your powers, you are also considered undead and are immune to effects that turn undead. You can make full use of your powers while in this form. You can stay in this form for up to 1 hour or turn it off at will before your limit using your bonus action. You can't use this transformation again until after a short or long rest.
While transformed you gain the following features: Your AC increases by 2. Add your proficiency bonus to your Strength checks, all your attack die, and all your damage die. The base damage for your unarmed strike is 1d8 and your movement speed increases by 10. If your HP would be reduced to 0 or below but you would not be killed, instead you transform back to normal and have your HP become 1, then perform a Constitution Saving Throw (DC 15) to determine if you remain conscious. If you become unconscious in this form then you change back to normal.
Ghost Energy [ edit ]
Beginning at 2nd level, you find that you can start to directly harness the energy in your body. You can shock a person or object you touch or successfully melee attack, dealing 1d6 additional Lightning damage, if you are transformed you may deal 1d10 Lightning damage instead.
You can fire a small blast of energy from anywhere on your body at a target that is up to 60 feet away. Make a ranged spell attack roll adding your dexterity modifier, if successful you can deal 1d8 Thunder damage and push the target back 5 feet or you can deal 1d10 Lightning damage to a target. If you are transformed then you may spend 1 Ghost Point to add an additional 1d10 Thunder damage.
Controlled Flight & Phasing [ edit ]
Starting at 3rd level, you gain more control over your ghost powers. While transformed or Overcharged, you can now fly as far as your movement speed or hover in mid air, as well as phasing through 3ft wood, 3ft stone, 1 1/2ft worked stone, 1ft lead or magical ground. While hovering in combat you gain advantage on your attack rolls, but if your opponent makes an attack roll 2 higher than your AC, they force you to the ground and you become prone, no damage is suffered from falling.
Even while not transformed you can use your full action and perform a Survival roll (DC 13) to become intangible or invisible until before or after your next turn (your choice), you can spend 1 Ghost Point to become both. While intangible you can go through walls, floors, or ceilings, but you can't attack, be attacked, or interact with anything and can only be affected by magic or spells. If you are invisible then you can only be seen by those that can see ghosts, auras, or other supernatural phenomena.
Elemental Spirithood [ edit ]
At 3rd level, you may choose 1 of the 2 following archetypes: Overcharger or Frost Spirit.
Ability Score Increase [ edit ]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Ghost Sense [ edit ]
Starting at level 4 you can sense when another ghost or something related to necromancy or a creature with malicious intent towards you becomes within 100 feet of you in the form of visibly cold air coming from your mouth for a brief second, if an object other than a part of you is within 1 foot your mouth during this phenomena it becomes frozen and brittle.
Ghostly Prowess [ edit ]
Starting at the 5th level you can attack twice instead of once when you take the attack action on your turn.
Overshadow [ edit ]
Starting at the 6th level you can attempt to possess another living being within 10 feet of you by using your full action, they must perform a Wisdom Saving Throw (DC 13+Wis Mod). If they fail then you enter their body and control all their actions until you leave it or they succeed a Wisdom Saving Throw (DC11+Wis Mod) on their turn (they can attempt again every 5 minutes outside of combat). While inside their body they are aware of everything happening (if they were conscious when possessed) and any effect or damage that would happen to you inflicts the host's body and mind instead. If you leave the host of your own free will then you can drain their life to fuel your own upon leaving, in which case add their HP to your own until they are at 0 or you are at maximum, also all your ghost points are restored to your maximum. If they succeed the saving throw then you are forcefully removed from their body, knocked prone, and can't Overshadow again for 24 hours.
Ghostly Wail [ edit ]
Starting at the 7th level you now have a better sense of what you are capable of and begin to understand the ways it can be used. To use this attack you must use all of your current ghost points and be transformed or Overcharged. Using your full turn except for your movement, you unleash nearly all the power in your body in a loud yell from your mouth in the form of a cone of energy that reaches 30 feet in front of you, all creatures caught in it must make a Constitution Saving Throw (DC 16) or they take Xd10 Thunder damage (X being the number of ghost points used) and are pushed to the end of the cone as well as knocked prone, on a successful save they take half damage. After using this attack you transform back to normal, become prone, suffer 1 level of exhaustion, and can't use the transformation(s) that were active when using this ability again for 24 hours.
Ghost Shield [ edit ]
Starting at the 9th level you begin to learn how to make objects using your powers, you can use your action and any number of ghost points to create a shield that can block attacks. This shield (about the size of a normal shield and whatever shape desired) can be placed anywhere within 30 feet of you and can be interacted with, or it could be a bubble around you with a 5 foot diameter. Both types can absorb Xd8 damage with X being the number of ghost points used, however, only you can only have 1 active ghost shield at a given time and it only lasts for 10 minutes before disappearing.
Duplication [ edit ]
Starting at the 10th level you figure out that you can make more than a shield. You can use your Action and 5 ghost points to create a copy of yourself within 10 feet of you (you can pay 10 ghost points for 2 copies, 15 for 3, or 20 for 4). It acts based on your mental commands and shares your stats and abilities with a few exceptions: its health is your level times 1d4, it has 3 ghost points, when it dies or 10 minutes pass it vanishes, it can't use the Ghostly Wail, Ghostly Prowess, or Elemental Spirithood ablities.
Ghostly Level Up [ edit ]
From 13th level, on your transformed self becomes even stronger from your experience. Whenever you would roll for damage inflicted by you while transformed, the damage die is increased to the next die. (for example: 1d6 becomes 1d8, 1d10 becomes 1d12, and so on, but a d20 grants advantage on just rolling a 17 or up)
Repulsion Field [ edit ]
Starting at the 17th level you can surround your body with energy and cause an explosion. Using 2 ghost points, all creatures within 10 feet must make a Dexterity Saving Throw (DC 15) to avoid being pushed back 5 feet and taking 4d10 Thunder damage. The damage is halved on a successful save.
Final Wail [ edit ]
Finally at 20th level, you know just how powerful you are and know that sometimes sacrifices must be made. When you use the Ghostly Wail you can make it even more powerful by throwing all of your ghost powers into it, if you choose to then you can add an extra d8 of damage for each ghost point used and if any creatures caught in the attack rolled lower than the number of Ghost points used on their saving throw then they die immediately. Using this feature costs you all of your ghost powers and you no longer have levels in this class (you keep your health maximum). To regain your ghost powers and start again you must use 100 gold and perform an 8 hour ritual to summon the being that gave you your powers. (It's response to the summon and request is up to the DM)
Spirithood [ edit ]
Overcharger [ edit ].
You have decided to focus on the natural energy within you, allowing you to more reliably release it in larger and longer lasting bursts.
You may now remain transformed for 2 hours instead of 1 and can cast the Light cantrip for no cost once per 24 hours. At level 5 onward your transformation can go even further. You may use 3 Ghost Points and your Bonus Action to become Overcharged until: 2 hours have passed, you transform back from Going Ghost, or use your Bonus Action to deactivate it (whichever comes first). While in this form, you emit an aura in the color of your choice that casts a bright light for 5 feet and dim light for 5 feet beyond that. You also gain the following benefits while Overcharged: your AC increases by 2 and the base damage for your Ghost Energy & Overcharger abilities becomes 2d10.
You can forcibly overcharge yourself and temporarily unlock the higher-tier abilities in this subclass. Each subsequent tier than you haven't unlocked doubles the price of Ghost Points.
At level 10 onward you can further empower yourself, albeit temporarily. When you would make an attack roll, you may use 1 Ghost Point to gain advantage on that roll and the critical range for that die for this roll becomes (20 - STR Mod) to 20.
At level 12 onward you learn to recharge in action. Once, you may become Overcharged without paying Ghost Points, then, you may attack a 3rd time during your next Attack Action. You regain use of this ability after a long rest.
At level 15 onward you've found new ways to empower yourself. You may use your Bonus Action and 1 Ghost Point to use the Disengage, Dodge, or Dash action, any creatures of your choice 10 feet or closer to you until the beginning of your next turn takes 1d10 fire damage.
Frost Spirit [ edit ]
You have discovered that you have a very limited control of ice, and begin to hone that skill to make it stronger.
When you are hit or missed by a melee attack, that creature performs a CON Saving Throw (DC 13), upon failure they take 1d6 cold damage. You know the Ray of Frost cantrip. At level 5 onward your AC increases by an additional 1 while transformed. When a creature within 15 feet of you makes a melee attack, you may use 1 Ghost Point and your Reaction, that attack is made at disadvantage.
At level 10 onward, if you would phase through a being or structure, you may attempt to freeze it with a Survival Check against its AC, upon success it takes 2d10 cold damage and its movement is halved until the end of your next turn, upon critical success the target is encased in ice for 1d4 turns and takes 3d10 cold damage, upon failure you are forced out of its space and take 1d6 cold damage. This ability can only be used once per round.
At level 12 onward, you are able to unleash large amounts of cold from your body. Using your full turn and 5 Ghost Points, you can make any number of creatures you choose within 30 feet of you do a CON Saving Throw (DC 15 + Wis Mod), if they fail then their movement speed becomes 0 for 1d4 rounds as their bodies desperately try to fight off freezing and they take 2d10 cold damage, they aren't bound upon success. If this ability brings you to 4 or less Ghost Points, gain 3 Ghost Points, it then snows inside a 10 foot radius of you for 10 seconds.
At level 15 onward, you are able to make up to large sized structures you've seen before out of ice by using your Action and 1 Ghost Point. You can make a large structure or wall of any shape up to 15 feet long and 1 foot thick up to 30 feet away from you that lasts for 10 minutes before completely breaking down. Any creature other than yourself that touches it takes 1d10 cold damage and becomes stuck to it. During their turn or every minute they may make a STR check (DC 10) to break free, otherwise they remain attached until it breaks. While attached, the creatures takes an additional 1d10 cold damage every minute.
Multiclassing [ edit ]
Prerequisites. To qualify for multiclassing into the Half Ghost class, you must meet these prerequisites: STR 16, DEX 15
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How to Play as Danny Phantom in DnD 5e
We’re going ghost with this build as we work to incorporate the undead slayer of the undead: Inviso-bill. If we can, I might try to blend his division between human and inhuman forms, but if I can’t, then this build will focus exclusively on his ghost form.
He’s a Phantom
Except he’s not. Not quite. He’s Undead. Or as close as he can get. Undead, Vampires, and Skeletons aren’t playable races, so we need a way to simulate being not exactly alive. The Revived Rogue is someone who has died and been resurrected and also comes pre-packaged with ghost bolts and walking through the Ghost Zone. Beyond his ghost powers though, Danny is a normal Human. However, his ghostly breath alerts him to danger, so we’ll make him a Variant Human with the Alert feat to warn him with +1 DEX and +1 INT.
Danny’s no stranger to using his powers selfishly to get what he wants, but he is at heart still a hero. I’d call him Neutral Good.
For background, super heroes often get lumped in as City Watch, but as Danny is a pretty well-known figure in the area, he could be considered a Folk Hero.
He can walk through walls, disappear, and fly
We can’t make Danny a literal ghost, so the next best thing is to try and help him resist non-magical damage. Spells like Blade Ward, Stoneskin, and Investiture of Stone give you temporary resistance to these damage types. War Clerics, Oathbreaker Paladins, and Crown Paladins get these resistances as well. As a ghost, Danny can only be harmed by other ghosts. Unfortunately, all of the subclasses that offer protection for mortal wounds don’t offer them until extremely late in the build and are only viable if Danny doesn’t need too many levels in Rogue.
Psionics Wizards also get the ability to become resistant to Slashing, Piercing and Bludgeoning damage. Later, at 14th Level, this spiritual form gains the ability to walk through walls and can cast spells like Fly and Invisibility. With this build, Danny isn’t a pure ghost, as he can now shift between a tangible and ghostly form. Comparatively, the Revived Rogue gets Bolts from the Grave for Ghost Blasts, the ability to speak to ghosts, and Ethereal Jaunt lets you slip in and out of the Ghost Zone at will, which can offer the same intangibility to let Danny go through walls as the Psionics Wizard. As an Oathbreaker Paladin, he can boost the strength of Undead, detect undead, and gain resistance to melee damage.
To get Danny’s ghostly resistance to mortal wounds, you need at least 6 levels in Wizard, but doing so takes away Danny’s ability to walk through walls without using spells like Blink. However, this gives Danny’s Bolts from the Grave 7d6 Necrotic Damage. At a 14/6 split in favor of Wizard, Danny gets his ghost bolts, intangibility, and wall-walking, but reduces the damage of his ghost bolts to only 3d6 Necrotic damage. But to be fair, Danny’s ghost bolts aren’t that strong. Oathbreaker Paladins need to be 15 to get their damage resistance, which only leaves 5 levels for Rogue.
Stats and Proficiencies
Okay, realistically Danny’s Intelligence would not be his top stat. Danny is not a valedictorian by any means. But the Psionics Wizard lets him go ghost, which is what we need, and Wizards cast with their INT stat. As a Rogue too, it would be criminal to deprive him of a high AC, so we’ll also focus on his Dexterity score. Next is Wisdom , since his ghost sense alerts him to the presence of undead, so he’ll need a strong Perception. Constitution makes sure you don’t die after a single hit. But as an awkward geek, your Strength and Charisma scores will suffer. You might have hid your powers from your parents for a long time, but to be fair, they’re not exactly the most perceptive pair, so you don’t exactly have to be a master at deception to fool them.
Acrobatics Arcana Deception Insight Perception Stealth
Name: Danny Fenton Race: Variant Human Background: City Watch Alignment: Neutral Good Class: Revived Rogue (6) Psionics Wizard (14) Base Stats: Strength: 8 (-1) Dexterity: 20 (+5) Constitution: 14 (+2) Intelligence: 20 (+5) Wisdom: 10 (0) Charisma: 8 (-1) Saving Throws: Strength: -1 Dexterity: +11 Constitution: +2 Intelligence: +11 Wisdom: 0 Charisma: -1 Combat Stats: HP: 129 AC: 16 Speed: 30 Initiative: +10 Proficiency Bonus: +6 Passive Perception: 22 Dark Vision: 0 feet Proficiencies and Expertise: Acrobatics (Rogue) Arcana (Variant Human) Athletics (City Watch) Deception (Rogue) Insight (City Watch) Perception (Rogue) Stealth (Rogue) Skills: Acrobatics: +17 Medicine: 0 Animal Handling: 0 Nature: +5 Arcana: +17 Perception: +12 Athletics: +5 Performance: -1 Deception: +5 Persuasion: -1 History: +5 Religion: +5 Insight: +6 Sleight of Hand: +5 Intimidation: -1 Stealth: +17 Investigation:+5 Survival: 0
1st (4) 2nd (3) 3rd (3) 4th (3) 5th (2) 6th (1) 7th (1)
Cantrips 3rd Level Blade Ward Animate Dead Chill Touch Blink Fire Bolt Fly Mage Hand Gaseous Form Message Protection from Energy 1st Level 4th Level Cause Fear Banishment Detect Magic Greater Invisibility Feather Fall Phantasmal Killer Mage Armor Stoneskin Magic Missile Vitriolic Sphere Ray of Sickness 5th Level Shield Danse Macabre 2nd Level Dominate Person Invisibility Passwall Levitate 6th Level Misty Step Circle of Death Phantasmal Force Create Undead Ray of Enfeeblement Investiture of Stone See Invisibility True Seeing Shatter 7th Level Finger of Death
Cunning Action: Aim, Dash, Disengage, or Hide once per turn.
Uncanny Dodge: Reduce damage from enemies you can see that hit you.
Alert: Can’t be surprised. +5 to Initiative. Arcane Recovery: Recover 7 or fewer level 5 or lower spells on a short rest. Bolts From the Grave: Deal 3d6+5 Necrotic damage instead of a sneak attack. Empowered Psionics: Add +5 damage to Psychic or Force spells. Mental Discipline: Learn Dominate Person, Scrying, or Telekinesis. Can be cast once without using up a spell slot. Doesn’t count against spells known. Psionic Devotion: Cast invisible Mage Hand as a bonus action. Psionic Focus: Replaces Arcane Focus. Reroll a 1 on Psychic or Force spells. Revived Nature: Advantage against poison, resist poison, no need to eat, drink, sleep, or breathe. Alert immobility for 4 hours instead of sleeping for 8. Sneak Attack: deal an extra 3d6 when attacking with advantage. Thieves’ Cant: Speak and understand secret codes in casual conversation. Thought Form: for 10 minutes, resist psychic and melee damage. Use 5 times per long rest. Thought Travel: Thought Form can float, fly, and pass through solid objects. Tokens of Past Lives: Pick 1 skill or tool proficiency on a long rest. Watcher’s Eye: You can find and recognize criminal lairs and guard stations.
How do you feel I did with Danny? Did I miss anything important? I have two more builds planned and then I’m taking a break from DnD builds to refocus on my Dating Disney posts. The last two will be Star Butterfly and Momo Yaoyorozu. But I’ll be sure to file away any requests for future builds when I come back to this.
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Danny Phantom and Dragons: the Project
Greetings Tumblr, and welcome to the DPnD project! A place where we work to make the amazing world of Danny Phantom that we all know and love compatible with the structured and immersive world of Tabletop Roleplaying games!
We are working on making a DnD 5e inspired TTRP module adapted to the world of Danny Phantom! Incorporating popular fanon ideas such as ghostly cores, obsessions, and a plethora or interesting lore for the Ghost Zone, the project will feature:
- Rules for making a Ghost PC, with specifications and feats that reflect the unique attributes that make up a ghost
- A new way of thinking about the arcane, this time with more green
- 3D maps for different parts of the Infinite Realms, with orbiting islands and shifting physics
- Random tables to determine what you can find behind a floating door
- New magic items, including ecto blasters and dragon amulets
The plan would be to start with the Ghost Zone, and slowly expand the game to include the Mortal Realm, and the way human-ghost interactions would work. Because we are making this up as we go, we will be playtesting it behind the scenes, and using our experiences to build from there. If you too want to play it, please tell us how it works for you! That way, we can pool our information and get a better result, faster.
However, this is a collaborative project that we are doing for fun, so whether we reach our goals or not will depend on popular, and personal, demand. We don’t plan to make a complete module of rules, but rather establish a slightly different base and the guidelines needed for making this type of game possible. We do not plan to monetize this, nor distribute physical copies of the finished product, even though the end result will be publicly available for free online.
This blog is, simply, a way for you to help, and take part in this project. We want your input! We want your ideas! And, most of all, we want your enthusiasm, because this is for you, and for anyone who may use it. With your support, and your feedback, we think this project will become much more enjoyable for everyone involved. As they say, the more the merrier.
So welcome to the DPnD blog! We can’t wait to see what you’ll do.
Danny Phantom themed DnD game coming up! We are working on world building and character class designs! We need other opinions and suggestions and are happy to hear what you have to say! ￼
Would you play or like videos of Danny Phantom DnD?
- Yes! I'd love to play! 44.4%
- Yes, I'd love to hear about it 50.0%
- No, not really. 5.6%
- DnD description in post 0.0%
Okay, so I love DnD, specifically DMing. I also love Danny Phantom lore and such! I was thinking about DM/GMing a game based around Danny Phantom using people's ghost OCs.
The game would be a mix of DnD(Dungeons and Dragons) rules and MnM(Mutents and Masterminds) so the players could really customize their characters.
If you don't know what DnD or MnM is but are interested in playing I would be more than happy to help you understand and play.
The game would be based around the custom characters backstories and spoilets suck, so I can't give you a good summary.
1) Can participate in Voice Chat
2) Has access to a 20 sided dice set or internet for a 20 dided dice rolling website (optional but convenient)
3) Email (so I can send your character sheet)
If you are interested in playing please vote interested in playing. I'll contact you after the poll ends to try and get something set up!
What is DnD/MnM?
Dungeons and dragons is a fantasy tabletop role-playing game (RPG).
A set of player characters will work together with a Dungeon Master(DM/GM) to play out a story or game. The DM sets the general plot but the Players steer the story and experiences.
:green_heart: :ghost: Please leave a comment on your thoughts below, and I'll get to them as soon as I can! :ghost: :blue_heart:
I have a good interest in DnD but I never actually played it... I’d love to join!
I'd love to have you! Start thinking up a character consept! (If you want to) ^-^
Absolutely but I have school.
I want to work with the players for the best playing times. I was thinking evening games anyway, so if you can work that it should be fine ^-^
I know dnd but not mnm
That's alright! I only borrowed some of the character Creation bits so the characters can be more customizable.
I heard that DnD has amazing character designs
It can! There are a lot of fun combinations to create. ^-^
Reply to: FoxxyDo
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Ghost Classifications - World Expansion
Ectober - Day 31 : Ten Years
Ectober - Day 30 : Ecto-Acne
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The dark, vague outline of a person flickers in the gloom. The restless, angry spirits of those who have met a violent end, phantoms wander the night, vacillating between confusion, outrage, and misery.
Medium undead , any alignment
Armor Class 11 Hit Points 22 (5d8) Speed 0 ft., fly 40 ft. (hover)
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 11 Languages any languages it knew in life Challenge 1 (200 XP)
- Incorporeal Movement . The phantom can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object.
- Sunlight Weakness . While in sunlight, the phantom has disadvantage on attack rolls, ability checks, and saving throws.
- Undead Nature . A phantom doesn’t require air, food, drink, or sleep.
- Ghostly Grasp . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 7 (2d6) necrotic damage.
- Chilling Moan (Recharge 5-6) . The phantom emits an eerie moan. Each creature within 30 feet that isn’t an undead or a construct must make a DC 13 Wisdom saving throw. On a failure, the target takes 9 (2d8) cold damage and is frightened until the end of the phantom’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. On a success, the target takes half the damage and isn’t frightened .
Bewildered Victims . Those who have attempted communication with phantoms report that the phantoms have little, if any, awareness of their undead state, and they seem disoriented and permanently trapped in the traumatic moments surrounding their deaths.
Accidental Killers . Phantoms often approach the living with what seems like benign intent, but, when they draw close, they grab hold of living creatures and give voice to a terrifying, unearthly moan. They seem to be attempting communication, but, when their actions lead to the death of the creature, they wander away to find another.
Creature Codex . © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.
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Danny Phantom (or Danny Fenton ) is the titular main protagonist of the cartoon series Danny Phantom .
- 1 Background
- 2 Powers & Abilities
- 3 Equipment
- 4.1 Strength
- 4.3 Durability
- 5 Weaknesses
- 6 Fun Facts
Background [ ]
Danny Fenton was once an ordinary fourteen-year-old teenager with dreams of becoming an astronaut. His life changed drastically when his ghost-obsessed parents, Maddie and Jack Fenton, created a portal that was designed to open into a dimension known as the Ghost Zone.
The initial attempt at activating the portal failed, and his parents ceased working on it. Danny, donning a protective jumpsuit, stepped into the interior of the malfunctioned portal. While inside he accidentally pressed a power button located on the inner walls of the portal, effectively turning it on.
Danny was zapped by the portal in its activation, which caused a molecular restructure of his DNA and granted him ghostly powers and abilities.
Following the activation of the portal, ghosts from the Ghost Zone began to escape. Danny chose to utilize his newfound powers to protect the town, Amity Park, from the spectral threats. He's accompanied in his adventures by his friends, Sam Manson and Tucker Foley .
Powers & Abilities [ ]
- Intangibility/Invisibility: Danny can turn invisible can be unseen except with the heat seeking devices. Objects can turn invisible when on contacted to his invisibility attack, making him invisible and intangible at the same time. He is also untouchable and can pass his invisibility to other object. However it can be noted that his intangibility can be negated by other intangible beings on multiple occasions.
- Overshadowing: Also known as 'possession', he can posses humans, animals, inanimate objects, ghosts that surpasses Vlad's powers and other powerful half ghost beings.
- Ghost Ray: Danny can shoot blasts out of his palms made out of ectoplasm energy, it can be manipulated to different limited size, shape etc. It can be a disks, sphere, squares and even rings. At his peak Danny can single handed or two handed charged up his Ghost Ray into 'Super Ghost Ray' that can tear apart any weak ghost molecule by molecule and destroy a near by area. He can channel the ecto plasm to his fist to become a powerful punch. It can also note that it can blind his opponents when he combines it with his Photokinesis/Ghost Light. It can also be used as a Repulsion Field and Energy Strike to increase his physical attacks.
- Ghost Shield/Ecto-Shield: Making a dome shape made out of ecto-plasm, it can be used as a shield from attacks. It can also become a reflect shield that can reflect projectiles and repellent shield that can repel enemies.
- Duplication: Before Danny had trouble mastering it and only created extra limbs, Danny can now properly use the duplication move. He can duplicate himself into four. However he isn’t skilled as Vlad who can create four duplicates while being invisible to a hundred shadow duplicates.
- Ghostly Wail: Considered to be the most powerful move that Danny has, Danny can scream ultra waves of ectoplasm and almost nothing human or ghsot can withstand it. Around the first few times, the move can drain Danny's complete power and revert him back into his human form. Though he can now be resisted to the attack and can use it multiple times without losing energy and reverting to his human form.
- Cyrokinesis: Danny can manipulate ice like freezing objects in contact and can shoot lasers of ice from his hands or eyes, and can shoot shards of ice. Similar to the ecto-energy, he can channel his ice powers to his fist. He can merge his ice powers and his ghost ray powers to create a giant green explosive snowballor make a ice shield out of it.
- Pryrokinesis: Danny can generate and throw balls of ectoplasmic fire. Like his dark future self Dark Danny when ever he uses his Ghostly Wail his white hair starts to wave like fire until he stops screaming.
- Photokinesis: Danny can emit pulses of light from his hands, allowing him to see in dark areas. He’s also used this ability to blind the Guys in White, the Danny Phantom equivalent to the Men in Black, even while they were wearing dark sunglasses.
- Electrokenesis/Ghost Stinger: Though he didn't use it as much throughout the series, it can channel through electicwires. And somehow while being shocked, has fused with his game avatar...literally... by combing it with his Overshadowing ability.
- Teleportation: Like Vlad, Danny can teleport by vanishing and instantly reappearing in another place nearby. His act of teleportation is making his body become slightly disfigured then fading away and appearing in another place. Although people assume it is invisibility, we tend to see him when he is invisible and moving.
- Telekinesis: He can lift things with his telekinetic abilities...what do you expect?
- Power Augmentation: Whenever Danny is stuck in a trap or whatever situation he's in, he can be shown a green or white aura.
- Body Manipulation: Can be only seen in his ghostly tail appearance, he can make holes of his body to have the attack go through him, can stretch his body to avoid energy blast from an enemy and make him extremely flexible, and can even split his body in half to avoid attacks. He's also transformed into a blue mist to escape a dragon grip.
- Vacuum Resistance: Whenever Danny went into space he didn’t wore a astronaut/space suit and wasn’t affected by the vacuum, stardust, or cosmic radiation, though he wore a helmet. He presumably wore a helmet in case he reverted back to his human form so it is possible he has the ability to self-substance like Vlad.
- High-level Regeneration: Danny can regenerate small cuts or major damage.
Equipment [ ]
- Fenton Thermos: A device that can capture ghosts.
Strength [ ]
- Ecto-plasms are capable of destroying stones and cutting through metal.
- When using super ghost ray, completely disintegrated entire ghosts of his faulty clones and also destroyed a mini golf course.
- His repellent shield can obliterate small ghosts.
- His ghostly wail can one-shot powerful ghosts like his future self and other future versions of his main enemies, and capable of downing an entire building.
- His giant green explosive snow ball obliterated Undergrowth when he was a size of the building.
- His ice powers are capable of freezing all of Amity Park and Undergrowth.
- Danny can kick over a giant monster 2 stories tall made of meat with ease.
- Kicked a ghost dragon to the ground (and that wouldn't be the only time ) then lifted the same giant ghost dragon and threw it multiple times. After doing so he had enough time to go and possess his dad, have a conversation in his dad’s body, and leave to continue the battle
- Lifted a school bus filled with children effortlessly.
- Kicked Vlad through about 4 floors of a building with little trouble.
- Ripped the reinforced titanium off a living space shuttle.
- Knocked down Technus' battle armor.
- Later in that meat giant battle, charged into that monster, obliterating it and leaving a rather large crater (737.81 tons of TNT)
- Lifted the Wright Brothers’ plane, which weighs 600 to 700 pounds
- Sent Ember careening through a large TV
- Along with some unwanted assistance from Vlad, fodderized some ghost skeletons , the same that were effortlessly throwing cars into buildings while causing chaos
- Stopped a mighty swing from Fright Knight
- Should scale to his recurring nemesis, Vlad Masters
- In a sword duel between the two, Vlad cratered the ground with a single slash
- Second ever Ghostly Wail utterly destroyed a building, blew away a car and did significant damage to Dark Danny all in the same breath.
- In the Danny Phantom comic, Seeing Red, from the official Nickelodeon magazine, Danny destroyed Undergrowth by freezing his entire body with an ice ray and blowing him to smithereens with a single ghost ray.
- Ghostly Wail absolutely wrecked ghost Christmas Trees
- Tucker recorded Danny's speed on a speed gun to be 112 mph.
- Outran a 17,500 mph space shuttle brought back to life by a Life Gem.
- Dodged cannon balls.
- Catches arrows.
- Maneuvered himself in front of space shuttles couple of times he flew past.
- Was able to keep up with Jasmine's punch when she was in the Fenton Skeleton (a mecha made specificity to beat ghosts).
- Dodged a tank missile
- Fast enough to outpace Valerie on her hovercraft , which moves like a blur
- Battled Valerie while flying into orbit.
- Caught the riders of a rollercoaster going well over 100 miles per hour
- Dodged these fodder vulture ghosts which move at blur-like speeds
- When Tucker temporarily acquired similar powers to Danny, he completely vanished from sight near instantly and left what appears to be sonic booms; as Tucker was inexperienced compared to Danny and Danny was keeping up with him, he scales
- Saved his friends from supersonic aircraft missiles
- Flew into outer space in seconds
- Dodged a Ghost Ray, which should move at light speed (2.29c)
- Flew interplanetary distances in the Ghost Zone to reach Pariah’s Keep (3.034 c)
- Dodged two lasers from a satellite in space
Durability [ ]
- His ecto-shield can tank attacks capable enough to destroy buildings.
- Survived atmospheric re-entry.
- Survived outer space (all the way up to Jupiter) and not affected (despite still needing a space helmet).
- Can take beatings from his opponents and still be fighting, whether in the present or future.
- Wasn't fazed by being crushed by a nutcracker that crushes Danny into a car, building and cement floor.
- Took a hit from a cannonball to the face.
- Withstood being rammed by a sentient space shuttle into the ground hard enough to make a crater.
- Using the Ghostly Wail doesn’t outright kill him. Given the damage it causes to the surroundings and due to the laws of Newtonian Physics, the fact that Danny doesn’t suffer any internal damage from the backlash is impressive.
- Withstood getting blasted by TNT
- Tanked getting hit by his own Ghost Ray
- While in human form, resisted a forced transformation from one of Vlad Plasmius’s machines, then survived the overloaded machine exploding
- Tanked multiple hits from a sphinx . He also gets hit in his human form after using his Ghost Wail which sends him on top of a pyramid. The sphinx can destroy buildings at ease.
- Took a beating from Dark Danny and his clones , who was much more experienced and stronger than Danny.
- Defeated Skulker and Valerie Grey, who are ghost hunters.
- Held his own against Sidney Poindexter who was in his body.
- Took on Vlad in a swordfight.
- Broke free of Freakshow's mind control.
- Tricked Freakshow into turning himself into a ghost.
- Has saved Amity Park, and the world, numerous times
- Bested his evil future self, who was supposed to be more powerful
- Helped take down Skulker alongside rookie ghost-hunter Valerie Gray, while both were chained together.
- Orchestrated a prison break against Walker
- Teamed up with the other Nicktoons characters to defeat the Evil Syndicate and their Doomsday Device, Professor Calamitous and the Toybots, Mawgu, and the Globs of Doom.
- Became the “savior of the Ghost Zone” by locking Pariah Dark, the Ghost King, back in his sarcophagus.
- Alongside the other ghosts of the Ghost Zone, turned the entire Earth intangible to prevent its destruction by the Disasteroid.
- Frequently defeats Vlad Plasmius, a half-ghost with over 20 years more experience than Danny.
- Defeated Dorothea and Dan Phantom
Weaknesses [ ]
- Can revert back to his human form when overpowered by an opponent.
- As a ghost he is vulnerable to Blood Blossom, Ecto-ranium, and anti-ghost weapons.
Fun Facts [ ]
- Danny Phantom can walk through walls, disappear, and fly.
- He is much more unique than the other guys.
- Danny knew what he had to do; He had to stop all the ghosts that were coming through.
- He's here to fight for me and you.
- He's gonna catch them all because he's Danny Phantom
- 1 The One You Shouldn`t Have Killed
- 2 Twilight Sparkle
- 3 Springtrap
- View history
- 2 Appearance
- 3 Personality
- 4 Characteristics
- 5 Half-ghosts
- 8 References
- 9 Site navigation
History [ ]
Many ghosts introduced in the first season appear to be the disembodied spirits of dead humans or other Earth creatures. Maddie once defined them as an "odd manifestation of ectoplasmic energy and post-human consciousness."  This was supported by several ghosts' backstories, such as Desiree and Sidney Poindexter , which detail their lives as humans before becoming ghosts.
However, ghosts introduced in the second season onward became less human and more otherworldly in backstory and appearance. Creator Butch Hartman eventually stated that ghosts were in fact otherworldly monsters and creatures that came from the Ghost Zone , with no connection to human spirits.   The explanation for ghosts with human backstories or appearance is that they want to be human, so they create these backstories for themselves.  It's possible that ghosts were originally considered spirits of the dead but there was later an attempt to retcon ghosts to be monsters from another dimension.
A possible explanation for this discrepancy is that ghosts could be divided up into two or more subspecies. With the ones in the first season being genuine spirits of deceased people i.e., Sydney , Desiree , Ember etc. While the ones that were introduced later on are more like forces of nature and, or abstract concepts taken physical form and were likely never human to begin with i.e., Clockwork , Undergrowth , Nocturn etc. Half-ghosts such as Danny and Vlad could possibly be seen as a third subspecies.
Appearance [ ]
Ghosts' bodies typically take on an anthropomorphic figure. Ghosts typically have pale blue or green skin and emit a distinct white aura around their bodies.
Some ghosts appear very similar to humans in appearance and behavior ( Ember McLain , Youngblood , Walker ). Some only vaguely resemble humans ( Undergrowth , Vortex , Nocturn ).
Most are not humanoid at all, taking the form of shapeless blobs ( Skulker , Bertrand ), anthropomorphic animals ( Wulf , the Vulture Ghosts ), or monsters (the Ectopuses ).
Personality [ ]
Ghosts' names have many different origins. Some ghosts retain their names from when they were alive ( Sidney Poindexter ), some have common human names or nicknames ( Walker , Johnny , Kitty ), and some choose their own names ( Youngblood ). Some are named after their powers or characteristics ( Ember , Fright Knight , Undergrowth ), and some are merely named after literal descriptions of who they are or what they do ( Box Ghost , Lunch Lady Ghost ).
Many ghosts have strong obsessions likely passed down from their previous lives, which often lead them to their chaotic and destructive behaviors. For example, the Lunch Lady Ghost is excessively conservative about the cafeteria menu, Spectra is obsessed with her appearance, Walker is extremely strict with his rules, and Klemper has a compulsion to make friends. Ghosts' powers are usually related to these obsessions.
It should also be noted that most ghosts are not inherently evil, at least not in the traditional sense of the word. While many ghosts do tend to run amok in the human world, it is often due to their obsessions spiraling beyond their control that cause trouble rather than out of any genuine malice on the ghosts' part.
Characteristics [ ]
All ghosts possess supernatural powers such as the ability to walk through walls , disappear , and fly . Ghost bodies are unaffected by gravity, so many ghosts have some degree of superhuman strength .  Many ghosts possess other powers such as possession and ghost rays .
Ghosts are capable of having children together, as made evident by Box Lunch , daughter of the Box Ghost and the Lunch Lady.  It is unknown if ghosts are immortal like their counterparts in real-world folklore; Walker once said that he is an "executioner,"  which has led to much debate among fans.
However, despite their powers all full ghosts are vulnerable to ghost weaknesses such as Anti-Ghost weapons, Ecto-ranium , and Blood Blossoms . Another weakness is while in their natural state, they cannot interact with real world objects as shown in the episode "Prisoners of Love", Walker could not interact with Danny due to the fact that in the Ghost Zone, humans are considered "ghosts", as they are shown capable of passively phasing through everything despite not knowing they could do so.
All ghost are a physical manifestation of human emotions. Desiree fed on happiness from granting wishes. Ember McLain fed on the attention from her fans. Penelope Spectra fed on teen insecurities. 
Ghosts can't exist forever or they can but they'll lose whatever humanity gave them an identity. That's why some ghosts are more human and others are less human. 
Half-ghosts [ ]
A half-ghost is a human whose DNA is infused with ectoplasm. These humans possess many of the powers and abilities that ghosts do. Danny Phantom , the protagonist, is well known to be a half-ghost.
See also [ ]
- List of ghosts
Gallery [ ]
- 1 Danny Phantom (character)
- 2 Sam Manson
- 3 Ember McLain