Homebrew Wraith Species Details
As a wraith, you are but the soul of your past body incarnate. You are able to cast spells if you were once a spell caster, or fight as if you were a fighter. Due to your spiritual self, you are unable to choose certain classes (listed later) You gain resistance to Psychic damage and proficiency in all rolls against it, but you have vulnerability against thunder damage and all rolls against it. Since your backstory will include you dying and becoming a wraith, there is no way you can avoid your true purpose: Vengeance. The campaign you're in might revolve around you finding and killing they who did you wrong, but once this happens, you will cease to exist as your soul will be free to travel away to Deathland. The class restrictions on this race are as following: Cleric, Paladin, Bard, and monk, as your dedication lies with your target, not in a religion or passion of music.
Note: To be a wraith, you DON'T need to have already had a living character, but if you didn't then your backstory should tell the dm who you were
Wraith Traits
Spectral Dash, Impose, Wraith Form, Spectral Combatant, Ability Score Increase, Ability Score Increase, Undying Retribution, Ghastly VisionGhastly Vision
As a wraith, you get certain perks. Within a fifteen foot radius around you, you have the ability to see anything living or undead in outlines of red, unless you see your revenge target, in which case it will be an outline of yellow. This effect will trump that of any spell cast by a living creature, but only for the fifteen foot radius. You can access this trait three ties per short rest
Spectral Dash
This trait is similar to the "Misty Step" wizard spell (Mist step?) In the sense that, as an action, you can choose to send yourself to one unoccupied area that is a distance away from your current position. The distance traveled can be up to a maximum of half of your walking speed plus five feet, and you must be able to see your destination to appear there. Transporting yourself in front of an enemy allows them an opportunity attack, and you cannot be harmed in any way while transporting yourself nor can you be prevented from transporting yourself in this way. You can access this trait twice per long rest.
Impose
Being a wraith comes with its perks. Once per long rest, you can spend your action to make a possession check against another target creature* to take over their body. To successfully posses someone (Or thing) you must roll against a DC of 15, + or - the target's Wisdom modifier. If you succeed, the target then gets to make a wisdom saving throw with disadvantage or be possessed by you. If you fail the roll, you may choose to either take 2d8 thunder damage, or spend your reaction to try and roll again. The second time, the DC is 14 and still influenced by the target's Wisdom modifier, but if you fail the second try then you take 4d8 thunder damage instead of 2d8. Once possessed, the target may use their turn to make a Wisdom saving throw with disadvantage and a DC of 15 + or - your Wisdom modifier, breaking the connection on a success. If the target frees their self this way, the wraith takes no damage, but the target knows exactly where the wraith is until the end of their next turn. When a target is possessed, the wraith has total control over everything the body does, and can force it to kill itself or attack its allies, if any are present, e.t.c. Any damage taken by the target while possessed is split evenly between the target and the wraith until the connection is broken**.
*Target must be living, and must be able to think ** If the target dies while possessed, the wraith must roll a d20, the result of which is uninfluenced by their ability score modifiers. on a 13 or lower, the wraith takes 2d4 thunder damage
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