Homebrew Ghost Species Details

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.

Created by pucksrage
Happy Spooking Boos and Ghouls
Descriptions taken from the Monster Manual

Ghost Traits

As a ghost, you have the following traits.

Ability Score Increase

Int +2, Cha +1

Age

Ghosts are the spirits of the dead that linger in the Material world. A ghost might stay in this form for hundreds of years, even thousands.

Alignment

Ghosts are typically evil aligned due to their tormented nature, but some ghosts linger to cause good in this world. The alignment of a ghost is reflective of their Unfinished Business.

Size

A Ghost’s size is reflective of the race they were in life. The ghost of a dwarf is medium sized, while the ghost of a halfling is small. A ghost is virtually weightless, as they are made of ethereal slime.

Speed

You have a base flying speed of 30 feet.

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. If a ghost has died without fulfilling its unfinished business, it returns to the Material Plane under the next moonlight. A ghost can be permanently killed 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. Work with your DM to determine how your ghost died and why it lingers in this world, and what conditions might permanently kill your ghost.

Undead Nature

A ghost doesn't require air, food, drink, or sleep.

Fleeting Floater

Ghosts are immune to the prone condition.

Become Ethereal

You can use your action to magically transform into a more ethereal version of yourself, gaining the following benefits while transformed. This transformation lasts until you end it, and can’t be used again until you have taken a long rest.

Incorporeal Movement.
You can move through other creatures and objects as if they were difficult terrain. You can hide inside of objects or creatures, but cannot affect them. You are blinded while inside a creature or an object.


Etherealness.
You enter the Ethereal Plane from the Material Plane, or vice versa. You are visible on the Material Plane while in the Border Ethereal, and vice versa, yet you can't affect or be affected by anything on the other plane.

Languages

You can speak, read, and write Common and one other language which reflects the race of the creature you were in life.

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