Homebrew Ghost Species Details

As a ghost, you posses the following spine-chilling traits

Ability Score Increase

Your Wisdom score increases by 2 and your Charisma Score increases by 1.

 

Age

You no longer age. Instead you are stuck at the age you were when you died.

 

Size

Your size is Medium.

 

Languages

You can speak, read and write Common and one additional language of your choice, typically the language you spoke before your untimely demise.

 

Speed

Your base walking speed is 30 feet.

 

Alignment

Ghosts tend to the neutral alignments since they no longer concern themselves with the problems of mortals, but to be honest, every rule is there to be broken, so feel free to go wild.

 

Darkvision

You perceive the world in a much different way than most living beings. You can see things almost as clear in the dark as in daylight, granting you 60 feet of darkvision.

 

True Sight

Being a ghost, you have a strong connection with the ethereal plane. This makes it foible for you to see things other couldn't usually see. You posses (pun intended) 60 feet of True Sight, showing you whatever is hidden to others.

 

Undead Nature

Thanks to your current unfinished business keeping you in place, you are considered Undead among most people.

A ghost counts as a undead creature. You don’t need to breeth or eat, and have resistance to necrotic damage.

 

Will to Remain

As a ghost, you have some sort of unfinished business. Decide with your DM what this unfinished business entails when making this character. Usually this ordeal is related to a place or an item which you are tied to. 

 

You must finish this business before moving on, and therefore have advantage on death saving throws, unless an item related to your death is being used to kill you. This might be a blade used to kill your original body, a name being called that had a strong tie to your death, or even fragrance that was present during your demise.

 

If you were to finish this unfinished business on one of your adventures, you will move on and your soul will be put to rest. over the following hour after your business has been concluded, you become hazy, and your physical manifestation fades slowly to the next plane.

 

Ethereal Form

you can move through other creatures and objects as if they were difficult terrain. You can't however move through lead surfaces; You take 5 (1d10) force damage if you end your turn inside an object. You do however still have a corporeal body of some sorts and do therefor still take damage when struck by weapons or spells. Any equipment you were not wearing upon your time of death cannot move through objects and creatures alongside you, and is left behind when you do so.

 

Invisible Defense

If your current HP is 3 or lower, you can cast Invisible at will

 

Advantage and disadvantage

You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.

You have advantage on death saving throws.

You don’t need to eat, drink, or breathe.

You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

Rain melts you. Every 5ft movement in rain causes 1d4 acid damage. 

You have vulnerability towards radiant damage.

 

Possession

As an action, you touch a humanoid creature within range to try and possess it. When you attempt this, the target must make a Wisdom saving throw or become possessed. On a failure, you disappear into the target's body, which you control for the duration, but you cannot deprive the target of it's awareness. The DC for this saving throw equals 8 + your proficiency modifier + your Constitution modifier. While possessing a creature, your essence can't be targeted by any attack, magical or non-magical, except for ones that turn undead, however when your host takes damage, you also take half of that damage.You retain your alignment, Intelligence, Wisdom and Charisma scores. You cannot use the target's memories, class features, or proficiencies. The effect lasts until either the target's hit points are reduced to 0, or until you are turned or forced out by an effect like the dispel evil and good spell. You can also use a bonus action to leave the target's body. When you leave a target, you reappear in an unoccupied space within 5 feet of the body. The target is immune to your possession for 24 hours after succeeding on the saving throw or after the possession ends. You can use this trait once per long rest. 

Ghost Traits

Ghost