Homebrew Ghost (Revised) Species Details
Souls who have died from ancients past, come back in incorporeal forms. They wander the material plane, with a purpose that they need to complete. The soul manifests as a translucent echo from the creature's past and can interact with the objects of the living. However, you are special. You are able to control your manifestation of your soul and interact just like your original, mortal form. However, with every benefit, comes a weakness. This meaning, you can still be touched by non-magical means, but you are still among the dead, as a ghostly echo.
Your calling to the material plane is your choice, whether it is a spell to call you back or a ritual that was committed to summon your soul back. Whatever the case, you still have a goal and strive to complete it.
Ghost (Revised) Traits
You are a mortal ghost who's spell is unbreakableAbility Score Improvement
Your Con increases by 2 and either your Charisma or Intelligence increases by 1.
Incorporeal Powers
Starting at 3rd level, you gain the ability to control your powers as a ghostly figure. You can use your action to do one of the following below. Once you use one of these features, you can't do so until next dawn.
Ghostly Phase- You gain the benefits of being under the invisibility spell.
Incorporeal Walk- You gain a flying speed of 40 feet for 1 minute. In addition, you are able to pass through creatures. Passing through a creature is counted as difficult terrain. However, if you end your turn in a creature's space, you are jettisoned out and are moved to the nearest square while taking 5 (1d10) force damage.
Horrifying Glare- You target one creature within 30 feet of you that can see you. The target must make a Wisdom Saving throw, or be frightened for 1 minute. At the end of each of its turns, the target creature can make the same saving throw to end the effect. The DC equals 8 + Proficiency Bonus + Charisma Bonus.
Deathly Feel
As a ghostly figure, you are able to control the magical weave around you. You can cast the following cantrips: mage hand which is invisible when in use, and the chill touch spell. At 3rd level, you can use this trait to cast the hold person spell once. You use your Charisma modifier for each spell damage and spell save DC.
Lighter than air
Unlike other ghosts, you are able to hover off the ground, but you still count as touching it. But, in water, you sink into the water but are able to swim.
Death Resistance
Over the course of your incorporeal time on the material plane, you have built some resistance to the powers of death. You gain resistance to necrotic damage because of your death resilience.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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4/17/2020 6:35:35 PM
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5096
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112
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5e
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Coming Soon
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