Ghost Reborn Image
You are dead, but...not quite gone. Something has held you back from passing on; from going to whatever place you're meant to go in the afterlife. Instead, you find yourself reborn to the land of the living, hovering somewhere on the border of the Ethereal. But what is keeping you here? Perhaps it's some unfinished business you had in life, a magical curse binding you, or sheer determination to never leave the ones you love. Are you fated to remain behind forever? Or will your soul find respite once some deed is done?
Deathless Nature. 

You have escaped death, a fact represented by the following benefits:

 
  • You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
  • You have immunity to psychic damage. 
  • You have advantage on death saving throws.
  • You don't need to eat, drink, or breathe.
  • 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.
  • You have an immunity to non magical weapon damage.
Knowledge from a Past Life.

You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Ability Score Increase

When determining your character’s ability scores, increase one of those scores by 2 and a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

Skill Proficiencies: Choose two from among Arcana, Investigation, Intimidation, Insight, Religion, History, or Stealth.

Languages

Your character can speak, read, and write Common and two other language that you and your DM agree is appropriate for the character. 

Creature Type

You are a Humanoid monster.

Size

You are small.

Speed

Your floating speed is 30 feet.

Feature: The Creeps

While your presence might not always be seen or noticed by the living, it can certainly be felt. The energy it takes to manifest yourself in a manner that can interact with the world is drawn from the environment around you. The air surroundings you is colder than usual, and your presence can cause lights to flicker and dim. Those more attuned to their surroundings get goosebumps under your watchful gaze and feel a sense of unease.

 

Deathly Gaze 

You are able to use Fear at will.

Fear

  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Target: Each creature in a 30-foot cone
  • Components: V S M
  • Duration: Up to 1 minute
  • You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
    While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
 
 
Ghost Reborn Image