Homebrew Bound Spirit Species Details

Long after their remains have turned to dust, the spirit of an individual can linger still. There are as many reasons for a ghost to haunt the world as there are folk in it. Ghosts are forcibly tied to the material plane by deep magic and are only able to move on when their unfinished business is concluded. Most ghosts awaken confused, and must discover what it is that holds their attachment to the world of the living, as if discovering a final piece of themselves that they must confront before entering the next phase of their existence.

Ghosts retain their general appearance as it was in life, although those who knew them often have difficulty recognizing them (much to the ghost’s frustration). They also retain all of their memories– and these, perhaps all too well, for as the years go by with their business unconcluded, they begin to have difficulty forming new memories, or relating to a world that drifts further from their own time. These ghosts spend more and more time in the endless fog of the Ethereal Plane. These spirits become haunts and specters, appearing only when the world of the living presents a mirror for them to find something familiar in. These unfortunate souls must rely on others to conclude their unfinished business for them, or they are lost in ethereal fog for all time, which many would rightly consider a fate worse than what death had promised them.

Bound Spirit Traits

Ethereal Jaunt

Ethereal Sight

While upon the material plane, you can see into the ethereal plane up to a distance of 30ft, and vice versa

Ethereal Jaunt

 As a bonus action, you enter the Ethereal Plane. At the end of your next turn, return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. You can use this trait twice, and regain expended uses of it when you complete long rest.

Ethereal Rest

As an action, must use your action to become inert, entering the ethereal plane to complete a short or long rest. While inert you enter deeper into the Ethereal Plane, and are completely unaware of the goings-on of other planes. You cannot leave your inert state of your own volition until the required duration of your short or long rest has passed.

 

Speak with Dead

You can cast the Speak with Dead spell once and regain the ability to so do when you finish a short rest. If you cast the spell during a short or long rest, you can make a Wisdom (Insight) check to speak with a deceased soul of your choice that is also upon the Ethereal Plane. The difficulty of the check is determined by the Dungeon Master, and might include such factors as where you entered the Ethereal Plane from, your familiarity with the individual, or the availability of the individual’s spirit.

Ghostly Nature

You cannot be charmed, or become exhausted. You are immune to poison damage, and you can't be poisoned. You don't require air, food, drink, or sleep. If your ghost dies, your essence is irrevocably dispersed, and you are unable to be resurrected.

Ability Score Increase

Your Wisdom score increases by 2, and one other ability score of your choice increases by 1.

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