Homebrew Ghost Species Details
A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it in its life. Some ghosts can become untethered to where they were bound in death if they lose their connection to the ethereal plane.
Ghost Traits
Your undead character has the following racial traits.Ability Score Increase
Your Dexterity score increases by 2 and one other ability score of your choice increases by 1.
Age
You appear the same age as you did when you died. You are immune to magical aging effects.
Alignment
While many ghosts retain the alignment they had in life, some are tormented by the many years spent drifting aimlessly and may tend towards a chaotic evil alignment.
Size
You are the same size that you were in life.
Speed
Your base movement speed is 30 feet. You do not walk on the ground, but hover just above a surface.
Darkvision
You have 30 ft. of darkvision.
Ethereal Sight
You can see 30 feet into the Border Ethereal Plane when you are on the Material Plane, and vice versa.
Incorporeal Movement
You can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object.
Etherealness
As an action, you can enter the Border Ethereal Plane from the Material Plane, or vice versa. You are visible on the Material Plane while you are in the Border Ethereal, and vice versa; however, you can't affect or be affected by anything on the other plane.
Will to Remain
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Turn Immunity
You are immune to effects that turn undead.
Undead Nature
You do not require air, food, drink, or sleep. You may gain the benefits of a long rest by entering a semi-conscious state of meditation for four hours. You are immune to exhaustion, poison, and disease.
Possession
As an action, you may posses one unwilling humanoid that you can see within 5 feet of you if it fails on a DC 14 Charisma saving throw. The target is incapacitated and loses control of its body. You now control the body but don't deprive the target of awareness. The ghost 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 use the possessed target's statistics, but don't gain access to the target's knowledge, class features, or proficiencies. You gain no benefit from your Turn Immunity while using this feature.
The possession lasts until the body drops to 0 hit points, you end your turn as a bonus action, or you are turned or forced out by an effect like the dispel evil and good spell. When the possession ends, you reappear in an unoccupied space within 5 feet of the body. The target is immune to your possession for 24 hours after succeeding on the saving throw or after the possession ends. You regain this ability after a long rest.
Alternatively, you may possess one willing humanoid that you can see within 5 feet of you. You gain the same benefits as you would from possessing an unwilling humanoid; however, you may transfer control to the target as a bonus action. The target may force you out by succeeding on a DC 14 Charisma saving throw.
Language
You can speak, read, and write Common and one other language you knew in life.
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Posted Jan 4, 2022OMG! Love it!