Homebrew Ghost Species Details
The spirits of the departed can linger after their mortal death when there is some important unfinished business, or be summoned into servitude by powerful necromancers. The unfinished business of ghosts can take many forms; protecting loved ones, guarding a valuable item, or revenge upon an old enemy. An awakened ghost might find that the death of their master has released them from service, or the business they've left unfinished in life may take them far and abroad to complete, or they simply cannot find their way into the afterlife, and have embraced their new undead existence.
Ghosts are ethereal, glowing with spectral light. While ghosts still have substance, it is that of an energies and particles closely resembling that of a gaseous form. Ghosts have limited abilities in interacting with the physical plane - they can move small objects and interact with creatures and items. Ghosts tend to maintain a reflection of what they looked like in their past life; wearing armor or clothes they died in, having a spectral reminder of weapons or jewelry they once wore, but these are little more than manifestations. They also will bear the scars of their death - obvious and twisted marks that the living often find deeply disturbing. A ghost who once drowned might be caked in seaweed and spectral sea creatures that crawl on their form, or a murdered soul might have gaping wounds that always appear to be bleeding.
Ghost Traits
undeadCreature Type
You are a Undead.
Size
You are Medium or Small. You choose the size when you select this race.
Speed
You hover 5 ft above the ground. Your hovering speed is 35 ft.
Darkvision
You can see in dim light within 120 ft. of you as if it were bright light, and in darkness as if it were dim light, only discerning colors in that darkness as shades of gray.
Etherealness
You can enter the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet you can't affect or be affected by anything on the other plane.
While in the Ethereal Plane you can replenish your form by absorbing the emotion you are tied to allowing you to maintain a tangible form in the Material Plane.
Torpor
You don't need to sleep instead your consciousness shifts into the ethereal plane while your form looses most of its shape appearing as a hazy silhouette or mist in the Material Plane. You do not need rest while in the Ethereal Plane.
Ethereal Sight
You can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Undead Nature
You have resistance to Necrotic damage. You have immunity to Poison damage and the Poisoned condition. You have vulnerability to Radiant damage.
Incorporeal
You may move through objects and creatures as if they were difficult terrain. Ending your turn in a square occupied by an object or creature causes you to be pushed to the nearest unoccupied square and take 1d10 force damage.
By 5th level at the end of a long rest you may choose to resist none magical Bludgeoning, Piercing, or Slashing Damage. At 15th level you resist all non magical damage. At 20th level your are immune to non magical damage.
Possession
As an action you can possess another creature's body within 5 ft of you for a limited amount of hours equal to your proficiency bonus. The creature is aware of your possession, you can mentally speak with the creature, and see through its senses. You now control the body, but this doesn'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, and Charisma. You otherwise uses the possessed target's statistics
At the beginning of the creature's turn the possessed creature can make a DC(10 + Your proficiency bonus) Charisma Saving Throw to end your possession, if the creature succeeds you appear 5 ft from the creature and are paralyzed until the start of your next turn taking 1d4 psychic damage. If the creature has an intelligence score of 5 or lower it automatically fails its saving throw. If the body is hurt it may take another saving throw with advantage to end your possession, you may also take a bonus action to end your possession.
Ethereal Essence
You are unable to touch non-objects, instead you create the ethereal essence of the object that you can use in place of the object.
Spectral Touch
Your Spectral nature allows you to manipulate the material world in more ways then one. You can cast Chill Touch and Mage Hand without any spell components.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
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