Homebrew Ghost Species Details

The character is a ghost returned by some mission or some magic willingly or not, and bound to the Material Plane.

Ghost Traits

Ghost

Etherial Sight

The ghost can see 60ft. into the Ethereal Plane when when it is on the Material Plane and vice versa.

This ability allows the viewer to have advantage on Perception rolls observing illusions or trying to locate invisible objects or creatures.

Among the Dead

You are considered Undead by every means. This results in certain trade-offs as follows:

-You are Undead. Undead cannot target you without first succeeding a Wisdom roll, or them or an ally being provoked. Likewise, any spells that specifically affect Undead, affect you as well, and any spells that do not work on Undead do not work on you either.

 

-You have advantage on all Death Saving Throws.

 

-While not a physical entity, your energy can be disrupted by magic or physical energy such as fire or being attacked. Much of this has to do with the psychology of the ghost believing they are injured more than actual injury, once enough disruption occurs, your form will return to the rest found in death. Because of the binding to the Material Plane, you can be physically manifested again through the Animate Dead spell being cast upon one of your personal items. You are restored at 1/4 hp, and can recover full HP if the spell is cast upon you again.

 

-Alternatively, since your character has been bound to the Material Plane usually through some sort of item that used to belong to them. At the end of 1D12 hours (or less by DM approval), they re-awaken at their personal item until it is cleansed (through the use of Ceremony, dispel evil and good, purified with Holy Water, etc...) or destroyed.

 

-Because your character rests in death, they need to enter into a restful state for 8 hours a day, and sleep spells can unwillingly trigger this rest in a ghost as well. If naturally resting, the ghost can be awakened by noises surrounding an object they are familiar with.

 

-You are Immune to Diseases.

Etherial Resilliance

Due to your non-material nature, a great deal of damage does not harm you nearly as badly as something made of flesh and blood. To represent this, your Con is increased by +2

Legacy

At one time you were a living creature, and some of those traits have carried over. Choose either a +1 bonus to an Attribute, a single Cantrip, or a Proficiency with 1 Skill or Tool to best describe either your race or who you were in life.

Incorporial Movement

The ghost 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. While the ghost itself is capable of passing through objects, this does not include equipment. Any physical object on the ghost at the time, harmlessly collects on the surface and is left behind as though simply an addition to the barrier.

Furthermore, a ghost is either manifested physically or it is ethereal, it cannot be both ethereal and partially physical (such as attacking specific organs in an enemy, or picking a lock with your fingers by lifting the tumblers.)

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