Homebrew Ghost Species Details

     

Remnants of a past life that keeps regrets, ghosts are, by far, some of the most mysterious beings. Damned to walk the earth by the torment they cause themselves, they can only keep one thing in their heads: The mission they are here to accomplish.

History

Ghost have been present in the world since the earliest days of creation, especially around places where the influences of the Shadowfell are the strongest and there has been abundance of death. War zones, castles, sea tragedies, volcanic eruption sites... All these places have a good possibility of having at least 1 ghost.

Some societies even attempt to draw forth the ghosts of their ancestors for guidance in a sort of benign necromancy. However, in general ghosts have been feared more than revered as the reasons why a ghost lingers on the Material Plane may not always be considered good.

Society

Ghosts sometimes form societies in long-dead crypts or abandoned cities in an attempt to preserve what little feeling of life remains. When these societies are formed, they are usually full of many types of undead or shadowfell creatures. However, often those societies do not last long as either too many ghosts pass on from the Material Plane or the ghosts lose hope and wander away from the settlements.

In most haunted places, like forests, clears, and castles, tends to be at most one or two ghosts, usually related by either blood, ties or history. As they tend to be isolated places, most creatures living there adapt to the ghost or even cherish it, mainly hags and vampires. In some cases even, these creatures help ghosts to leave the material plane by chance, so most cark creatures coming into contact with ghosts try to learn the task the ghost has, then simulate to help them enough to make the ghost a servant.

Ghost Names

Ghosts often take the name they had before their death. However, some take on the name of the goal they are trying to achieve in their new unlife.

Ghost Mission Names: Vengeance, Penance, Help, Light, Lament, Fear

Ghost Traits

Death is less permanent than you think.

Size

Size. Ghosts have no weight and are as tall as they were in life. Your size can either be Small or Medium.

Abillity Score Increase

Ability Score Increase. An ability score of your choice increases by 2 and one other ability score increases by 1.

Age

Age. A ghost can "live" for a very long time as they can remain on the Material Plane as long as their willpower allows them, though they usually pass on after they fulfill a goal they could not accomplish in life.

Alignment

Alignment. Trying to complete the pendant goal they have, most ghosts have a lawful neutral alignement. Anyway, it is not unheard of Chaotic ghosts. Although ghosts tend to retain the moral alignement they had in life, it is not rare that some of them change alignement into good or evil, specially those with goals with extreme moral charge, like domination of nations, discovery of cures or important secrets; or vengeance

Speed

Speed. Your speed is 30 feet. You always hover 1 feet over the ground, but can't fly. If you end your turn more than 1 feet over the ground, you start falling.

Ghostly Nature.

Ghostly Nature. Your creature type is undead. You do not require air, food, drink, sleep and you are immune to being poisoned, poison damage, and diseases. Your ghostly form still takes damage from various sources as it exacts a mental toll on you, making it harder for you to keep your form planted into the mortal plane.

Ethereal Form.

Ethereal Form. Thanks to your ethereal form, certain advantages and limitations have been granted to you. You may now move through any creature or object as if it were difficult terrain, taking 1d10 force damage if you end your turn inside a creature or object. In exchange, you can only carry ten specific items on your person, of which you must spend 8hrs trying to incorporate said items into your ethereal form with any kind of armor equipped taking up four of these limited item slots. It'll take another 8hrs to remove an item from your form, the item returning to its original physical form once done so and freeing up an item slot.  You Have no physical body instead you appear as a white mirror of what you were in your life.

Darkvision.

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.

Languages

 You can write, read and speak Common and one other language of choice.