Homebrew Ghost Species Details

A being that dwells between the mortal world and the other side (e.g.Heaven/Hell). They are unabe to make true physical contact with the physical world (unless in posession of psychic abilities, which are extremely common for this species), unless they are inhabiting another being (living or dead, un-biologically created or otherwise)- HP used for this character is attributed to the health of the host. If removed from said host, any and all physical attacks become unavailable- only magic can be used. The individual can not be injured in the time they are removed from the host, and they can choose to leave at will. However, if they have not returned to the host body in a certain time (determined by the DM)- the host will become unavailable and can no longer support the spirit inside. The class of the individual does not and can not change if they do not return to their host body in the designated time- if the class is heavily reliant on physical atributes, then all abilities gained from that class will be unable to be used until a new host body is either created or found (WITH DM PERMISSION- If u don't get perms, just suck it up- ur class is useless now).

Ghost Traits

This species has the ability to walk through solid objects and individuals when outside the host body. It also gives access to psychic abilities. Future spells aquired can be impacted by the characters cause of death, that you can add with the creation of your own character!

Dissonant Whispers

One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.

Standard Actions

Attack, Magic, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Utilize, Opportunity Attack, Grapple, Shove, Improvise, Two-Weapon Fighting, Interact with an Object, Study, Influence, Leave host, Enter host.

Standard Stuff

Host Based Actions-

Attack, Magic, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Utilize, Opportunity Attack, Grapple, Shove, Improvise, Two-Weapon Fighting, Interact with an Object, Study, Influence, Leave host, Enter host.

Immunities (Standard)-

Poison, Bludgeoning, Piercing, Slashing.

Immunities (Host Based)-

If the host is a pre-existing species, use the immunities of said species, however, if the host is a non-biological being, immunities are based off the physical compounds/attributes.

Resistance (Standard+Host based)-

Psychic+ resistances of the chosen host species or compounds/attributes.

Weakness-

Fire- this is a non-negotiable aspect of the Ghost class- the resistances/immunities of the host body are dimmed/overrided- Fire damage will either become a weakness or resistance, no matter what.

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