Homebrew Ghost Species Details
Ghosts are the lost souls of people who have died, as the name suggests. They appear as a shadow of their former self, with specific details of their appearances faded, making them appear as if they were in a darkened room. They retain their appearances from when they were alive, but they float in the air, completely translucent. If a ghost remembers how they died, then their ethereal bodies shift in appearance to remind them of their undead state. For example, a ghost that died in fire generates heat and shimmers with orange, red, and yellow energy. A ghost who was stabbed would constantly be bleeding ethereal blood from their deadly stab wound.
Ghost Traits
Your Ghost character has the following traitsAbility Score Changes
Your Charisma score decreases by 2, and your Wisdom and Constitution both increase by 2.
Age
A ghost appears as the physical prime of whoever they were when they were alive. Theoretically, once someone comes back as a ghost, they could continue forever, but most ghosts choose to let go at some point, and once a ghost completes the mission they returned for, they pass on whether they choose to or not.
Alignment
Ghosts retain similar alignments to when they were alive. However, unless their alignment was incredibly strong, they will usually slide towards the chaotic end of the spectrum the longer they exist.
Size
Ghosts retain the size they had in life.
Speed
Ghosts don’t walk, they instead hover about half a foot over the ground at a base speed of 30. Ghosts can hover up to ten feet off the ground, but only up to a foot above water, lava, or other liquids. While underwater, Ghosts can hover wherever they want as if they were hovering above water, with the same travelling speed as normal. They also don’t require air.
Darkvision
Ghosts can see up to 60 feet away in total darkness, and can make out shapes within another 30.
Phasing
Ghosts can turn incorporeal, giving them the ability to pass through solid objects, such as walls. While in this state, ghosts can’t hold any more than a single small object, and can’t attack or cast magic at all, but you are still vulnerable to non-physical attacks, such as fire or lightning. Going incorporeal can be used as a reaction, but returning to a solid form requires an action.
One-Track Mind
A ghost usually remains as a spirit in order to complete a specific purpose, such as getting revenge on their killer or protecting a friend or family member. While a ghost is engaged in fulfilling this purpose, they have advantage on all dice rolls except damage and death saving throws. If something happens that keeps a ghost from completing their purpose, they will become permanently anchored to the material plane and spend the next few decades going insane. Ghosts with impossible missions, such as ending all evil on the planet, are immune from this possibility.
Deathly
Ghosts are immune to whatever damage caused them to die. For example, a ghost that was electrocuted will be immune to lightning damage. A ghost that was clubbed to death will be immune to bludgeoning damage. If you are unsure what damage your character would be immune to, consult your DM and choose the best option.
In A Past Life
When a ghost returns to the material plane, they must find an anchor, specifically a person, place, or object that was important to them in life. If this something or someone is destroyed or killed, the ghost automatically passes on.
Not Anymore
You no longer have the abilities granted to you by the race you were when you were alive. For example, a Dwarf will lose all its unique abilities, such as its Dwarven Resilience.
Languages
You can speak whatever languages your former race could speak. This is the only time you will refer to the racial stats of whatever race you once were, other than size. You cannot learn any additional languages from your background or class.
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