Homebrew Ghost Species Details
Ghosts are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.
Slender and Graceful
With their unearthly grace and fine features, ghosts appear hauntingly beautiful to humans and members of many other races.
Ghost Traits
Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.Ethereal Form
You may move through objects and creatures as if they were difficult terrain. Ending your turn in a square occupied by an object or creature causes you to be pushed to the nearest unoccupied square and take 1d10 force damage.
Possession
You gain the ability to possess a humanoid within 5 feet of you. The humanoid must succeed a Charisma saving throw of 11 or become possessed. You then disappear, and the target is incapacitated and loses control of its body. You now control the body but you can't deprive the possessed target of awareness. You can't be targeted by any attack, spell, or other effect, except ones that turn undead, and you retains your alignment, Intelligence, Wisdom and Charisma scores. You otherwise use the possessed target's statistics but you don't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, you end it 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 [DC your 10 + WIS mod] or after the possession ends. You regain use of this trait once you have completed a long rest.
Withering Touch
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
Flight
Able to fly up to half of your walking speed, rounding to the nearest five.
Ability Score Increase
Your wisdom and inteligence score increases by 2.
Alignment
ghosts alignment can vary but most often ghosts that stay in the material plane are evil
Speed
Your base walking speed is 30 feet. and flying speed of 15
Darkvision
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Keen Senses
You have proficiency in the Perception skill.
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