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.
Undead Nature. A ghost doesn’t require air, food, drink, or sleep.
ghost Traits
ghost have the following traitspast life
you gain a random trinket that is related to your past life when holding this trinket you gain efficacy in one skill of your choice. while someone else has it you have a disadvantage on attack rolls against them and on saving throws caused by them. in addition, they can attune to it to learn of your past life and have an advantage on attack rolls against you.
undead nature
you count as an undead
withering touch
you have proficiency with unarmed attacks and your unarmed attacks count as finesse and do damage equal to xd6 +proficany +dex or str. x being your proficiency any bonus
incorpral movement
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.
incorpral form
you have a dark vision of 60 ft. You are resistant to acid, fire, lightning, thunder, bludgeoning, piercing, and slashing damage from none magical attacks. you are immune to cold, necrotic, and poison damage. as well as the charmed, exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained conditions
Horrifying Visage
as an action each non-undead creature within 60 feet of you that can see you must succeed on a Wisdom saving throw or be 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. the saving throw for this is 8 + your charisma + your proficiency bonus
etherealness
as an action, you may 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.
ethereal sight
you can see 60 feet into the Ethereal Plane when on the Material Plane, and vice versa.
possesion
as an action one humanoid that you can see within 5 feet of you must succeed on a DC Charisma saving throw or be possessed by you; you then disappear, and the target is incapacitated and loses control of its body. You now control the body but can 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 save for this is 8 + your charisma + your proficiency bonus
The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears 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.
ghost lord
as an action, you may target one humanoid corpse that has been dead no longer than 1 minute and revive it into a ghost. the target's race gets turned into a ghost and it retains all its skill and proficiency from its past life. the ghost is under your command and will blindly follow your orders no matter what.
Size
ghosts vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed
Your base flying speed is 40 feet but you can't go higher than 5 ft of the ground until your level 12
Languages
You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
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