Class: Ghost. The Ghost is Considered a 1st Level Ghost.
Ephemeral Body. The Ghost Is Immune to Spells or Effects the Would Reduce its Strength Score.
Ethereal Sight. The Ghost can see into the Ethereal Plane out to 60ft.
Haunt. The Ghost is Tied to a Small Location or Object, if the Banishment or Dispel Evil and Good Spell is Cast on this Haunt the Ghost Dies on a Saving Throw Failure.
Undead Nature. The Ghost Doesn't Require Air, Food, Drink, or Sleep. Additionally the Ghost Is Immune to Disease and Cannot Regain Hitpoints from Spells unless they are from the Necromancy School.
Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+3) Necrotic damage this Damage Treats Immunity as Resistance, additionally a Creature Hit with this Attack Suffers a Cumulative -1 Penalty to Ability Checks, Saving throws, attack and Damage rolls Until they Complete a Long Rest.
Weakening Curse. The Ghost Forces a Creature within 60 ft of it to make a DC 13 Wisdom Saving Throw or become Cursed with one of the following Effects for 1 Minute, a Creature can be cursed with multiple effects but only by the same effect once:
- The Targets AC is Reduced by 2.
- The Targets attack Rolls Suffer a -2 Penalty.
- The Target Suffers a -2 Penalty to Damage Rolls.
Energy Drain (1/Day). The Ghost Makes a Withering Touch attack and Regains 7 (1d8+3) Hitpoints.
Description
A Transitional Existence
Ghosts resemble the physical form they had in life but Exist partially in both the material and the ethereal Realm. They appear translucent to the eye and semi-present to the touch. In their natural state, most objects Will pass right through them, causing their form to flicker and partially dematerialize. With practice and Concentration, a ghost can interact with objects and even use tools or weapons, though most resort to using their supernatural abilities rather than their own Spectral hands.
Healing magic has no effect on the ghost, which now Resides separated from the conduits of life. In fact, many ghosts find themselves harmed by magic which Intends to heal the living. Spells like life transference are the exception, which seek to transfer vitality from one source to another. These are the lifeblood of the Undead which rely on sapping the strength of others to further their own.
New Ghosts are the Spirits of those who have Just Died, with Very Little Ethereal Power to their Names they possess only the Meger ability to Inflict Curses upon others.
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