Homebrew Changeling Ghost Species Details

Lingering changeling souls of the dead and departed, ghosts are raised as servants by potent necromancers or hold onto the world themselves when there is unfinished business they have yet to accomplish. If a ghost is charged with unfinished business it can take many forms, from protecting a loved one, to keeping a particular item safe, to simple revenge. Ghosts are spectral and luminous, but are usually solid to the touch unless they expend conscious will to be otherwise. Thus, a ghost can interact with objects as mortals do. All ghosts carry obvious and sometimes twisted marks of what caused their deaths, which are often quite disturbing to all but the most jaded mortals.

Changeling Ghost Traits

As a changeling ghost, you have the following racial traits.

Creature Type

You are a Fey.

Size

You are Medium or Small. You choose the size when you select this race.

Speed

Your walking speed is 30 feet.

Changeling Instincts

Thanks to your connection to the fey realm, you gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, Performance, or Persuasion.

Shapechanger

As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.

You stay in the new form until you use an action to revert to your true form or until you die.

Ability Score Increase

Your Charisma or Wisdom score increases by 2.

Flight

You gain a flying speed of 30 feet. 

Forceful Specter

Your unarmed strikes deal force damage instead of bludgeoning damage.

Incorporeal Stride

You can move through other creatures and objects other than physical barriers (such as walls, floors, or ceilings) as if they were difficult terrain. You can move through other creatures and objects other than physical barriers (such as walls, floors, or ceilings) as if they were difficult terrain. On your turn, you can pass through up to 10 feet of physical barriers (treating them as difficult terrain) as a part of your movement. If you end your turn inside an object or barrier, you take 1d10 force damage and are immediately ejected to the closest available space. After passing through a physical barrier, you must complete a short or long rest before you are able to do so again.

Intangible

You have advantage on all checks to resist or escape a grapple. 

Comments

Posts Quoted:
Reply
Clear All Quotes