Homebrew ghost Species Details

Lingering 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.
Adventurous ghosts such as yourself typically either escape the masters that raised them or
have something unresolved from their days amongst the living that requires they journey far
and wide. 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 solid to the touch, and can interact with objects as mortals do. All ghosts carry obvious and sometimes twisted marks of what
caused their death, which are often quite disturbing to all but the most jaded mortals.

ghost Traits

ghost

Flight

You gain a fly speed equal to half your land speed, rounded up to the nearest 5 feet.

Withering touch

You have proficiency with your unarmed strike, and and damage dealt is necrotic damage.

Incorporeal Stride

You can move through
other creatures and objects other than physical
barriers (such as walls or ceilings) as if they were difficult terrain. Once per short rest, you
may pass through up to 10 feet of physical barri-
ers (treating them as difficult terrain) as a part of
your movement. You take 1d10 force damage if you end your turn inside an object or barrier, and
are immediately ejected to the closest available space if within a barrier.

Ability score increase

Your Charisma or Wisdom score increases by 2.

Comments

Posts Quoted:
Reply
Clear All Quotes