Homebrew Ghost Species Details
Ghosts are invisible creatures with no physical body, so they must seek a body (can be anything, as long as it is not alive) to haunt. As long as the ghost has no body, it cannot do anything to the real world. Nobody can see it, sense it, hear it or touch it, with any type of magic. It's as if the ghost doesn't exist.
Ghosts have a cantrip -- Peekaboo --> What you do with the cantrip is to release a screeching sound. You roll a d20 and on a throw higher than 17, everyone in a 50ft. radius around you get severe headaches and are unable to move or attack for their next turn. It doesn't matter, as long as at least half of their body is inside the radius of effect.
Ghost can move along with their haunted object for 45ft. in any direction. It can be up in the air, forward or backward, left or right, but it is 45ft. That does not count for falling, as this part is called by gravity. Ghost can also hover in the air if they want to, without being pushed by air.
IMPORTANT - to defeat a ghost, you need to break the haunted object.
When playing a ghost, you can change your haunted object. To do it, you need to be within 5ft. of the new object you want to haunt and you need to be with your currently haunted object, if there is one. If there is not, this isn't necessary. After these conditions are met, the ghost must not move for 2 turns and then the haunted object is switched. During that time, the ghost cannot do anything other than running away, which would stop the switching of the haunted object. The ghost has to wait 1 turn after the failure or succession of the switching before being able to attempt it again. (For the size of the object, discuss with your DM, but it CAN be a dead body)
Since ghosts have no physical body, they don't have strength, dexterity, constitution or charisma stats. Those stats cannot be gained in any way and any attack made with such throw does not work on the ghost. However, some of those attacks, like slashing attacks, they don't work on the ghost, but on the haunted object they might. Armor class in based off of the haunted item, along with charisma and cantrips that the object might have.
Ghosts can only become wizards, sorcerers, or paladins, anything, as long as the class can use different spells to do stuff. That is because the ghost cannot wield a sword or bow or any weapon.
At levels 4, 7, 11, 14, 17, 19 and 20 you get to learn an additional spell of your choosing that you have encountered. You can save that chance for when you encounter a good spell. That can be seeing someone use the spell, find a scroll, get hit/healed by the spell, as long as you know about the spell itself.
At level 8, to change the haunted object you only take one action.
At level 12 you have no downtime for switching haunted objects.
Ghost Traits
Ghosts are invisible creatures with no physical body, so they must seek a body (can be anything, as long as it is not alive) to haunt.Previous Versions
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