You have a ghostly lineage that allows you to tap into your supernatural powers, granting you the ability to shift between humanoid and ghost forms. You gain the following benefits:
Ghostly Transformation: As a bonus action, you can assume your ghost form or revert to your humanoid form. While in your ghost form, you gain the following benefits:
- You gain resistance to acid, cold, fire, lightning, and necrotic damage.
- You have an advantage on Dexterity saving throws against effects that would cause you to be restrained or knocked prone.
- You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
- You can pass through solid walls and doors, but you must end your turn in an unoccupied space.
- Your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Supernatural Powers: You gain the following ghost-like abilities:
- Ethereal Sight: You can see 60 feet into the Ethereal Plane when you are in your ghost form or when you use your ghostly senses while in your humanoid form.
- Ghostly Senses: You have an advantage on Wisdom (Perception) checks that rely on hearing or sight.
- Ectoplasmic Resistance: You have resistance to necrotic damage in both your human and ghost forms.
Ghostly Conjuring: You learn the minor illusion cantrip, which doesn't count against your number of cantrips known. When you reach 3rd level, you can cast the misty step spell once, and you regain the ability to do so when you finish a short or long rest. Charisma is your spellcasting ability for these spells.
Ghostly Heritage: Your ectoplasmic infusion grants you partial immunity to effects that target the undead. You have an advantage on saving throws against effects that would turn undead or force you to make Charisma saving throws.
Once you use your Ghostly Transformation, you can't use it again until you finish a short or long rest.
Note: This feat is designed to provide ghost-like abilities while maintaining balance within the D&D 5th edition ruleset. Adjustments can be made based on the preferences of the Dungeon Master and the campaign setting.
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