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.

Unfinished Business. A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfill an oath, or relay a message to a loved one. A ghost might not realize that it has died and continue the everyday routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead.

The surest way to rid an area of a ghost is to resolve its unfinished business. A ghost can be destroyed more easily by invoking a weakness tied to its former life. The ghost of a person tortured to death might be killed again by the implements of that torture. The ghost of a gardener might become more vulnerable when exposed to a potent floral fragrance.

Ghostly Manifestations. Sensations of profound sadness, loneliness, and unfulfilled yearning emanate from places where ghostly hauntings occur. Strange sounds or unnatural silences create an unsettling atmosphere. Cold spots settle in rooms that have roaring fires. A choking stench might seep into the area, inanimate objects might move of their own accord, and corpses might rise from the grave. The ghost has no control over these manifestations; they simply occur.

Undead Nature. A ghost doesn’t require air, food, drink, or sleep.

Ghost Traits

A tormented soul, unable to rest until the source of their pain is resolved.

Ability Score Improvement

You can choose between Intelligence and Wisdom, increase one by 2
Charisma increases by 1

Ethereal Sight

The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Float

While incorporeal the ghost floats no more than 5 feet off the ground. The ghost cannot jump but can maintain it's elevation for a short distance equal to its wisdom score.  

Incorporeal Movement

While in incorporeal form, the ghost can move through other creatures and objects as if they were difficult terrain. It takes (1d10) force damage if it ends its turn inside an object.

Undead Spirit

Your creature type is humanoid and undead. While incorporeal you do not require air, food, drink or sleep and are immune to being poisoned and diseases. Due to your lack of a physical body, you are immune to the state of exhaustion, cold and necrotic damage. But cannot be healed by any means except your withering touch.

While incorporeal or inhabiting a possessed creature you are vulnerable to radiant damage.

 

Withering Touch

In your incorporeal form, you may make a Melee weapon attack, lashing out with ethereal claws. This attack deals [1d4+ WIS MOD] Necrotic damage. Which heals you. 

Possession

One humanoid that the ghost can see within 5 feet of it must succeed on a Charisma saving throw or be possessed by the ghost; [DC your 10 + WIS mod] the ghost then disappears, and the target is incapacitated. and loses control of its body. The ghost now controls the body but doesn'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 it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

If the ghost is forced out because his host body drops to 0 hit point, the ghost must immediately roll a death saving throw. On a failure the ghost begins to lose its grip on the material plane. After a third fail the ghost is lost to the abyss. The ghost takes its turns as normal and can only be healed using its Withering Touch ability.

Etherealness

Starting at level 3,  while in its incorporeal form the ghost gains the ability to enter the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Horrifying Visage

Starting at level 5, Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC [10+ WIS MOD] saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours.

Launguages

You can speak, read, and write Common and the language of your living race. 

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