Homebrew Wanderer Species Details

After death, there’s a chance one may rise again from the grave. This can happen due to some necromancer, a dark ritual or maybe because they have something still in need to be solved. Ghosts don’t have a predetermined alignment, as they usually retain the one they perished with. Nevertheless, is one remembers their death, the trauma of knowing they are now an undead creature may generate some levels of madness

  • Ability Score Increase: Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1. If you are replacing your race with this lineage, replace any Ability Score Increase you previously had with this.
  • Age: Ghosts don’t age and eternally remain the way they died in.
  • AlignmentGhosts retain the alignment they had in life. However, they tend towards a chaotic alignment in death.
  • Size: Ghosts remain with the same build had in life, which is usually Medium or Small.
  • Speed: You have a base walking speed of 30 ft. Because you hover, though, you are immune to difficult terrain that is caused by nonmagical means.
  • Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Ghostly Visage: You have resistance to necrotic damage, but you take double damage from radiant damage.
  • Creature Type: Your type is undead, meaning that you can be targeted by abilities similar to Turn Undead. However, you may not be destroyed by it if your level surpasses the CR requirement. You don’t require air, food, drink or sleep.
  • Incorporeal 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.
  • Etherealness: You can enter the Ethereal Plane from the Material Plane, or vice versa, a number of times. You can become invisible on the Material Plane while you're in the Ethereal Plane this way or switch back (no action), but creatures that can see into the Ethereal Plane can see you. Because you are tied to the Material Plane, you will always eventually return. When you use this feature, roll a d4. For that many hours, you can see into the Ethereal Plane the same as you would in the Material Plane and have a fly speed equal to half your walking (hovering) speed. You can not attack, cast spells, or take actions that effect things on the Material Plane when you are in the Ethereal Plane. You can only use this feature once per long rest.
  • Languages: You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages.

Wanderer Traits

Instead of choosing one of the game’s races for your character at 1st level, you can use the following traits to represent a darker backstory, giving you full control over how your character’s origin shaped them:

Incorporeal 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.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Creature Type

Your type is undead, meaning that you can be targeted by abilities similar to Turn Undead. However, you may not be destroyed by it if your level surpasses the CR requirement. You don’t require air, food, drink or sleep.

Size

You are Small or Medium (your choice).

Speed

Your base walking speed is 30 feet.

Ability Score Increase

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

Ghostly Visage

You have resistance to necrotic, but take double damage from radiant damage.

Etherealness

As an action, you can enter the Ethereal Plane from the Material Plane, or vice versa, a number of times. You can become invisible on the Material Plane while you're in the Ethereal Plane this way or switch back (no action), but creatures that can see into the Ethereal Plane can see you. Because you are tied to the Material Plane, you will always eventually return. When you use this feature, roll a d4. For that many hours, you can see into the Ethereal Plane the same as you would in the Material Plane and have a fly speed equal to half your walking (hovering) speed. You can not attack, cast spells, or take actions that effect things on the Material Plane when you are in the Ethereal Plane. You can only use this feature once per long rest.

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