Homebrew Ghost Species Details

Ghosts are usually the manifestation of ones will after they come to pass, ''living'' on in spite of it defying natural law. 

Ghosts might manifest in unique circumstances, either by leaving their original bodies after death (Known as ''Gravewalker''), or formed by a collective thought or fear among a group of people (Known as Fearmonger).

 

NAMES
Ghosts usually keep their name to themselves, and often view names as the most private part of ones life. Instead, they prefer to use titles that reflect it's behavior, history or abilities. Or in some cases, Nicknames granted by individuals that the Ghost value highly.

for example - The mist, Great Hollow, The Tempted

If a creature knows your true name, you'll have disadvantage on all rolls that directly harm the individual, the individual will however get an advantage on the same rolls. If you are killed by a creature that knows your true name, you will be unable to return to life.

Ability Score Increase

Your Charisma is increased by 1 and inteligence score increases by 2

Appearance

A ghost will typically have a blue hue and white accents, their body will seem almost foggy, with mist dancing like a lot candle flame. Ghosts might take the appearance of a preexisting race or something entirely new, their shape is dictated by how the soul itself views itself

Age

You are not affected by age, and usually appear close to the age they were when dying. However you can be practically any age (as long as it makes sense with your character, consulting DM is advised)

Alignment

The allignment of the ghost is highly variable depending on situation and individual. Gravewalker tend to be more lawfull, and akin to their original form, while Fearmongers are usually evil.

Size

You are either medium or small, you also weigh significantly less than living creatures of their size

Speed

You can hover for 25f, additionally, you can fly for no more than 5f

Darkvision

You can see within 50f of darkness, of which all colours will appear grayscaled. to a maximum of 80f, you can faintly see heat sources in a blue-white color

Connection to the beyond

You have resistance to all necrotic type damage, while vulnurable to all radiant damage.

Languages

You can understand, read, and write Common, Abyssal and one other language they knew when they were alive

Haunting

Most ghosts keep a relic of their past with them at all times, this relic acts a fetish for the soul to bind itself to, functioning as a ''waypoint'' for when they return to the physical realm. Over time, this relic might change shape or switch do a different item entirely if a ghost finds something of equal or greater significance.

If this relic is at any point broken or stolen, the ghost will have a permanent disadvantage to death saves, and will not be able to be revived unless an item of equal or greater significance is used

Deathless

Upon dying, you return to the astral plane to recover, If you have a relic, you'll will simply emerge from it whenever a special ritual is completed. When brought back to life, you will temporary become a wisp, your original form will slowly regenerate under certain conditions.

 

Ghost Traits

Ghosts possess powers linked with the beyond, allowing them to become deathless

Possesion

the Ghost enters the mind of a target, what is possess-able depends on the level of the ghost and creature it's trying to corrupt. Some Ghosts prefer to avoid using this, due to the psycological toll it takes on the possessed

When attempting to possess something, the creature rolls either a constitution or charisma save, where if the creature gets two points bellow your save dc it'll become a full possession, where the ghost has full controll over all actions preformed by the creature. If the save is within 2 points of the save, it'll only be a weak possession, this makes the host temporarly Incapacitated, and may re-roll next turn. Failing the save means that the target fully resists being possessed. A fully possessed creature only escapes the effect is the ghost is banished, hit with radiant type damage, affected by a spell that would logically remove the ghost or if the ghost itself decides to leave, otherwise it's practically permanent. Creatures that have been possessed will be immune to possession for 24 hours, and if they've been possessed for more than 5 hours, they will be unconcious for 1 hour after regaining their body

This will automatically succeed and the ghost will take no damage if the creature targeted is willing, unconcious or dead

If a ghost possesses a creature that is a cr above it's level, the ghost will take gradual psychic damage

Spectral Self

Dip into your astral form, and transport yourself into the afterlife. Due to the intense toll this takes on your psychie, it will take a minute to transfer into the realm without harming your mind.

After a minute of channeling, a ghost can roll a constitution saving throw to avoid loosing themselves. if this fails, they take psychic damage depending on time of staying in the afterlife, if it succeeds you shift without harm 

Spectral self lets you temporarely become unable to be affected by the physical world. you cannot be hit by spells that only affect the physical dimention, and can also not affect creatures around you. You can still see the world, though other beings will see you as a barely visible fog. While in the afterlife, you gain double your total movement, additionally, you are now able to pass through solid objects (including people) as if they were rough terrain. Ending your Spectal self while in a physical object will greatly harm your own body and cause a violent blast to occur at the point you emerge, the blast will only occur if the object is no more than 3x your size

 

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