Homebrew Ghost Species Details

A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it in its life.

Unfinished Business. A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfill an oath, or relay a message to a loved one. A ghost might not realize that it has died and continue the everyday routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead.

The surest way to rid an area of a ghost is to resolve its unfinished business. A ghost can be destroyed more easily by invoking a weakness tied to its former life. The ghost of a person tortured to death might be killed again by the implements of that torture. The ghost of a gardener might become more vulnerable when exposed to a potent floral fragrance.

Ghostly Manifestations. Sensations of profound sadness, loneliness, and unfulfilled yearning emanate from places where ghostly hauntings occur. Strange sounds or unnatural silences create an unsettling atmosphere. Cold spots settle in rooms that have roaring fires. A choking stench might seep into the area, inanimate objects might move of their own accord, and corpses might rise from the grave. The ghost has no control over these manifestations; they simply occur.

Ghost Traits

Ghosts have the following traits as a result of their undead nature.

Ability Score Increases

Your Charisma increases by 2, your Dexterity score increases by 1, and your Strength score is reduced by 3.

Alignment

Ghosts are the alignment they were when they died.

Age

Ghosts are the age they were when they died, do not age further and cannot die of old age.

Size

You are Medium or Small. The size of the race you were when you died.

Speed

You have a flying speed of 40 feet and can hover.

Creature Type

You are Undead.

Ghostly Nature

You are resistant to acid damage, fire damage, lightning damage, thunder damage, damage of bludgeoning, piercing, and slashing from nonmagical attacks, you are immune to cold damage, necrotic damage, poison damage, the charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions.
You don’t need to eat, drink, breathe, or 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.

Ethereal Sight

You can see in darkness (shades of gray) up to 60 ft and can see up to 60 ft into the Ethereal Plane when you are on the Material Plane, and vice versa.

Incorporeal Body

You can move through other creatures and objects as if they were difficult terrain. You take (1d10) force damage if you end your turn inside an object.

You cannot wield, wear, move, or hold objects unless you are possessing a creature, are transformed into something that can, or with the assistance of magic.

Etherealness

As an action you can enter the Ethereal Plane from the Material Plane, or vice versa. You are visible on the Material Plane while you are in the Border Ethereal, and vice versa, yet you can't affect or be affected by anything on the other plane.

Horrifying Visage

When you reach 9th level, as an action you can force each non-undead creature within 60 feet of you that can see you to make a Wisdom saving throw, on a failure the creature is frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to your Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

You can use your Horrifying Visage a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Possesion

As an action you can force one humanoid that you can see within 5 feet of you make a Charisma saving throw, on a failure the creature is possessed by you; you then disappear, and the target is incapacitated and loses control of its body. You now control the body but don't deprive the target of awareness. You can't be targeted by any attack, spell, or other effect, except ones that turn undead, and you retain your alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. You otherwise use the possessed target's statistics, but don't gain access to the target's knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, you end it as a bonus action, or you are turned or forced out by an effect like the dispel evil and good spell. When the possession ends, 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 your Possession a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Withering Touch

Instead of making physically unarmed strikes you inflict a withering touch. When you hit with it, you deal 1d6 + your Charisma modifier necrotic damage. This damage increases by 1d6 when you reach 6th level (2d6), 9th level (3d6), 12th level (4d6), 15th level (5d6), 18th level (6d6).

Bound Haunting

You are bound to a creature, object, building, or specific area. As long as the creature remains alive, the object, building or specific area isn't destroyed, you can’t be permanently slain. If you are reduced to 0 hit points, you re-form 24 hours later in an unoccupied space within 100 feet of your Bound Haunting with all your hit points.

At the start of you turn, if you're more than 300 feet away from your Bound Haunting and not possessing a creature using your Possession, you must succeed on a Charisma saving throw or vanish and reappear in an unoccupied space within 300 feet of your bound haunting.

Languages

Your character can speak, read, and write two languages that you knew in life.

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