Homebrew Ghost Species Details

 When a person dies, their soul travels through the material plane and into the ethereal plane. What happens after that is that you wait until it is your turn to be your birthmother in life's unborn fetus again. However, sometimes the soul does not leave the material plane at all.

 

If someone dies without feeling satisfied with their life story, the soul itself can refuse to leave the material plane. and If the soul’s determination to see their goals through is strong enough, that determination is enough to anchor the soul to the realm of the living even when those goals are fulfilled, and that’s what scholars of death tell others when taking about how a soul becomes a Ghost.

 

Simply called ghosts or spirits by the general populace, Ghosts are physical manifestations of souls that don't leave the material plane on account of not feeling satisfied with their life stories but also with having gained a emotional disconnect from their parents in life.

Ghost Traits

Ghost traits

Basic Traits

Truesight. you have 120 feet of truesight.

 

Size. you are medium size.

 

Languages. you can speak and understand Telepathy. you also can read, write, speak, and understand one other language of your choice and primordial but you can only speak that chosen language and primordial via telepathy.

 

Resistances. you are resistance to all types of damage.

 

Immunities. you are immune to Disease condition, the Petrified condition, the paralyzed condition, the deafened condition, the grappled condition, the restrained condition, and the poisoned condition.

 

Ethereal Sight. You can see 120 feet into the Ethereal Plane when you are on the Material Plane, and vice versa.

 

Etherealness. You can enter the Ethereal Plane from the Material Plane, or vice versa as your first action on any of your turns. You are visible on the Material Plane while you are in the Border Ethereal, and vice versa. Also, you can’t affect or be affected by anything on any plane of existence other than the plane of existence you are on.

 

Super Telepathy. you can telepathically communicate with any of your allies or any of your party members even if that ally or party member is on a different plane of existence.

 

Body Jumper (your true form only). You can move through other creatures and objects as if they were difficult terrain without possessing them. if you stop moving while on a object or creature's space, you gain ten hit points at the start of your turn and your cloak trait activates. while in a creature or object's space you cannot attack anything. this trait does not apply to incoporeal creature or objects.

 

Health Regeneration. You regain (10 multiplied by your Proficiency Bonus) hit points automatically at the start of your turn. If you take radiant damage or damage from a magic weapon, this trait doesn’t function at the start of your next turn. you also can restore a number.

 

Natural Spell Regeneration. During a short rest, you can recover spell slots of a combined level equal to (2 + your character level). Once you do, you must finish your next short rest before you can use this feature again.

 

Spider Climb. You can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free.

 

Unusual Nature. Magic can’t put you to sleep. also, you don't need air, food or drink. also, you can finish a Long Rest in 1 hour and you can finish a Short Rest in 10 minutes. also, you only need to sleep for 1 hour per day to get your required night rest.

 

Natural Lie Detector. You accurately sense when someone is lying. you also accurately sense which part of a creature's total amount of said words or movement actions are part of a lie to deceive you and/or anyone else.

 

Magical Components. you do not need to have components to do any spell.

 

Liquid Walker. you can stand, walk, or run on the surface of any liquid without getting hurt from that liquid as if that liquid is solid ground.

 

Unkillable. when you die you temporarily lose the ability to acquire new objects or to touch anything that isn't what you had before you died or to attack anything. this happens instead of you being required to make a new character after dying. you then gain the ability to acquire new stuff, touch anything that isn't what you had before you died, and attack anything after (1d4) Days have past. if you were the temporary soul of one of your allies or one of your party members, then that ally or party member who obviously died with you, can use your Unkillable trait to come back to life with his or her stuff.

 

Cloak. you can become invisible for an unlimited amount time. while you are invisible, only creatures you talk to or creatures that are your allies can see you while you are invisible. if you harm, steal from, or attempt to touch a creature while you are invisible, you instantly become visible for 1 minute. if you are invisible, while in combat, you end up staying visible during combat but only if you attack or try to steal from a creature. also if you enter a room that has D&D monsters in it and you open any door or open any window or use any stairs or use a ladder, you will have to succeed on a wisdom saving throw with a DC of (8 + any creature in that room''s wisdom modifier + that same creature in that room's proficiency bonus) or you will no longer be invisible.

 

Unnatural Silent Movement (Level 3 trait). while using your Cloak trait, you no longer have to make a saving throw to stay invisible if you if you enter a room that has monsters in it and you open any door or open any window or use any stairs or use a ladder.

Spirit Possession traits

Possessed form. this ability gives you the ability to possess any dead or alive D&D creature you kill or find by going into that creature like that dead or alive creature is your body, yet your game statistics remain the same (except what you look like, your movement speeds, and the damage you deal are changed). your hit rolls while in your possessed form is (1d20 + one of your class's primary ability modifiers + your proficiency bonus). Also, the die roll you use for rolling melee damage and ranged damage in your possessed form is (1d12 + one of your class's primary ability modifiers). The DC of any saving throw a creature has to do to avoid any attack you do while you are in a possessed form or to avoid being possessed by you is equal to (8 + your class's primary ability modifier + your Proficiency Bonus). A living creature has to repeat the saving throw each turn they have to stop you from possessing them. You use an bonus action to unpossess a creature and you use a action to possess a creature. the max movement speed in any speed you have while in your possessed form is 40 feet while as a tiny size creature,  50 feet while as a small size creature, 60 feet while as a medium size creature, 70 feet while as a large size creature, 80 feet while as a huge size creature, and 90 feet while as a gargantuan size creature. Also, the things in your inventory is carried or wielded by you while in your possessed form. Also, your possessed form perfectly looks like the D&D monster it is supposed to be possessing. while possessing a dead creature, you learn what that dead creature's memories are. also, your damage doesn't increase when you possess a D&D creature of a different size than your true form. your Possessed form’s melee damage and ranged damage is increased by 1 die at character levels 3 (2d12), 5 (3d12), 7 (4d12), 9 (5d12), 11 (6d12), 13 (7d12), 15 (8d12), 17 (9d12), and 19 (10d12).

 

Possess Ally. you have the ability to possess one of your living allies and living party members if that ally or party member allows you to do so. these are the traits you gain and the traits that ally or party member gains by you possessing that ally or party member:

 

Shared Character Sheets. you and the party member or ally you are possessing can use any trait, weapon, armor ability, or item, on either of yours and that party member or ally's character sheets. also, your hit points are the party member or ally you are possessing's hit points.

 

Double movement. you cannot take an action to move on your turn but the ally or party member you are possessing can use a action to move on your turn and can use an action on his or her turn. Note: this is so you do not move your ally or party member somewhere they don't want to be.

 

Shared Death. you can roll to succeed on death saving throws in order to have the ally or the player you are possessing to no longer have to roll death saving throws. also, while you are possessing that ally or party member and when that ally or party member is having to roll death saving throws, you and that ally or party member can still do actions, reactions and bonus actions but with disadvantage until the ally or party member you are possessing no loger has to roll death saving throws. also, if that party member or ally dies

 

Temporary Soul. if the party member or ally you are possessing loses all it's hit points, you become that creature's temporary soul and so you also die if that creature dies again before getting it gets a 1 hour long ressurection spell cast on it. furthermore, you can also temporarily leave the body of that creature you are possessing but not to attack creatures.

 

My Rider. When you are a mount as your possessed form but also when you are being ridden, your rider, but only while he or she is riding you (the only exception to this rule is that as long as the one riding you has been mainly riding your mount form of your possessed form in the battles, that rider keeps the Loyal Steed trait even when it isn't riding you.), gains the following traits:

 

Mounted Strike. While riding a mount, you have Advantage on attack rolls and damage rolls against any unmounted creature that is within 5 feet of your mount.

 

Mounted Resistance. If you or a mount you are riding on is subjected to an effect that allows him or her to make a saving throw to take only half damage, he or she instead takes no damage if he or she succeeds on the saving throw and only half damage if he or she fails.

 

Veer. While riding on a mount, you can force an attack that hits that mount to hit you instead if you don’t have the Incapacitated condition.

 

Loyal Steed. when you call your steed a nickname similar to what type of animal that steed is, like the name "Horsey" for a steed that is a horse, that steed will teleport to right next to you without that steed having to do an ability check. this trait works to teleport your summoned steeds to you and the last player you rode as a steed.

 

Possession Upgrade. any object can be one of your possession forms (you could look like Cogsworth of the movie, Disney’s Beauty And The Beast, if you possessed a small grandfather clock or like Lumiere of that same movie if you possessed a candlelabra . Cogworth looks like a small grandfather clock in that movie and Lumiere looks like a candlelabra in that same movie.). you can even choose to be a magic weapon, magic item, or magic armor, which can be equipped by a character. you have the ability to be a object of a common rarity starting at level 1 and you can be other rarities starting at character levels 1 (common), 4 (Uncommon), 8 (Rare), 12 (Very Rare), 16 (Legendary), and 20 (Artifact). when you don't take an action to move on your turn and you are currently possessing a object, you perfectly look like that object you are possessing until you use a action to move your character.

Mount Traits

Mount Form. While being a mount as your possessed form, you have these traits:

 

Charge. if you move at least half your walking speed towards a creature, then, when you attack that creature but for 1 round only, you have advantage on hit rolls and damage rolls you roll to attack that creature with your natural melee weapon.

 

Mount. you have the possibility to be ridden like a horse. while being ridden and in combat you take your turn right after your rider or your rider's summoned steed. also, while being ridden, your movement speeds are used by you and your rider. you can only be ridden by your party members. also you can't be ridden by a party member that is larger than your size. you can be ridden by and party member that is the same size as you or smaller. while you are being ridden, you and your rider move like someone riding a horse but with you and your rider being able to each choose the direction you move. Also, while any of your party members rides you, they cannot fall off of you. only you can choose which party members you have can ride you and you can choose to not be ridden by any party member. if on your turn, you do not want the creature riding you to ride you anymore, you can magically teleport that creature off of you to the ground next to you. if you get incapacitated your rider teleports off of you. also, while you are being ridden, the maximum amount of speed you and your rider can move yourself each round of combat is 60 feet.

 

Adhesive. As a mount you can adheres to anything that touches you. as a reaction, when any medium size or smaller creature adheres to you, you can choose to give it the grappled condition.

Ghost Weapons

Cards Of Death. one handed weapon. Melee or Ranged Attack Roll. Range: 1 ft. to 5 ft. or range or up to 60 ft., one target Hit roll of this weapon: (1d20 + one of your class's primary ability modifier + your proficiency bonus). on a Hit: (1d4 + one of your class's primary ability modifiers) slashing damage plus (1d4) force damage and (1d4) piercing damage. The damage of the force damage, the damage of the piercing damage, and the damage of the slashing damage of your Cards Of Death increases by 1 die when you reach character levels 3 (2d4), 5 (3d4), 7 (4d4), 9 (5d4), 11 (6d4), 13 (7d4), 15 (8d4), 17 (9d4), and 19 (10d4). at level 11, the damage you do with your Cards Of Death becomes magical damage. Mastery Property of Poisonous Cards Of Death: Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by your Cards Of Death, and the damage can be increased only by increasing the ability modifier. Description of this weapon: this weapon is a summoned into existence set of cards that can be used to play a card game and be used as weapons.

 

Chakram Of Lightning. one handed weapon and shield. Melee or Ranged Attack Roll. Range: 10 to 15 ft. or or up to 60 ft., one target. Hit roll of this weapon: (1d20 + one of your class's primary ability modifier + your proficiency bonus). on a Hit: (1d6 + one of your class's primary ability modifier) slashing damage plus (1d6) lightning damage. The damage of the slashing damage and the damage of the lightning damage of your Chakram Of Lightning increases by 1 die when you reach character levels 3 (2d6), 5 (3d6), 7 (4d6), 9 (5d6), 11 (6d6), 13 (7d6), 15 (8d6), 17 (9d6), and 19 (10d6). at level 11, the damage you do with your Chakram Of Lightning becomes magical damage. First Mastery Property of Chakram Of Lightning: Push. If you hit a creature with your Chakram Of Lightning, you can push the creature up to 30 feet straight away from yourself if it is one size taller than you or smaller. Second Mastery Property of Chakram Of Lightning: Topple. If you hit a creature with your Chakram Of Lightning, you can force the creature to make a saving throw of your choice with a DC of (8 + your class's primary ability modifier + your Proficiency Bonus). On a failed save, the creature has the Prone condition. Note: after you hit a creature, you choose which mastery property of your Chakram Of Lightning that you will use with the attack you do to that creature but you cannot use both mastery properties of your Chakram Of Lightning in a single attack done to something. special trait of this weapon: this weapon can be effectively used as a shield which gives you a +2 armor class that is increased by 1 at character levels 5 (+3), 11 (+4), 17 (+5), and 20 (+6). Description of this weapon: this weapon is a chakram that is made of magic and Lightning that you can also use as a shield. When you do a Thrown attack with this weapon, you throw this weapon like a boomerang just to cut something. When you do a melee attack with this weapon, you try to cut something with this chakram.

 

Chilling Song. Instrument and weapon. Ranged Attack Roll. Range: 150/600 ft, one target. Hit roll of this weapon: (1d20 + your class's primary ability modifier + your proficiency bonus). on a Hit: (1d6 + your class's primary ability modifier) psychic damage plus (1d6) cold damage. The damage of the cold damage and the damage of the psychic damage of your Chilling Song increases by 1 die when you reach character levels 3 (2d6), 5 (3d6), 7 (4d6), 9 (5d6), 11 (6d6), 13 (7d6), 15 (8d6), 17 (9d6), and 19 (10d6). at level 11, the damage you do with your Chilling Song becomes magical damage. Mastery Property of Chilling Song: Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by your Chilling song, and the damage can be increased only by increasing the ability modifier. Special trait of this weapon: when a creature is hit by this weapon, that creature rolls a custom 1d20 roll. on a 10 or below of that custom 1d20 roll, the creature has the frightened condition until the end of it's next turn. Description of this weapon: this weapon is your telepathic voice which you use to speak and sing. also, when you attack with this weapon, you actually sing a extremely creepy song or a extremely scary song that is so terrifying or so creepy that the song terrifies the target.

 

Telepathic Burst. Ranged weapon. When you take the attack action on your turn, you can replace one of your attacks with an emanation of an wave of elemental energy in a 30 foot radius surrounding you. Each creature of your choice in that area must make a type of saving throw of your choice that has a DC of (8 + one of your class’s primary ability modifiers + your Proficiency Bonus). On a failed save, a creature takes (1d12 damage + one of your class’s primary ability modifiers) of a type you chose for the Telepathic Burst attack you do that is either cold, fire, poison, or lightning. On a successful save, a creature takes half as much damage. The damage of Telepathic Burst increases by 1 die when you reach character levels 3 (2d12), 5 (3d12), 7 (4d12), 9 (5d12), 11 (6d12), 13 (7d12), 15 (8d12), 17 (9d12), and 19 (10d12). each of the other types of damage you can use instead, when using your Telepathic Burst attack, are gained when you reach character levels 5 (acid; necrotic), 11 (thunder; psychic), and 17 (force; radiant). the range of the emanation effect increases when you reach character levels 5 (60 feet), 11 (120 feet), and 17 (300 feet). at level 11, the damage you do with your Elemental Aura becomes magical damage. Description of this natural weapon: you emanate a dangerous burst of magic.

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