Homebrew Divine Spirit Species Details

Divine spirits are those who have passed on from life on this mortal coil but have not passed on. They are stuck on the material plane, wandering around the places where they used to go when they were alive. Usually, these spirits form when someone of divine power gained enough power in their life that their soul absorbed that power when they died, and uses it to keep them stabilized on the material plane. They are usually docile spirits, helping those who they find, though it really depends on who they were before they died.

Divine Spirit Traits

Here are some of the traits that have been observed in such spirits.

Posession

You can enter the bodies of other creatures and influence their actions. As a bonus action, you can attempt to possess one creature within 5ft of you. The creature must succeed on a Charisma saving throw or become possessed. A creature must succeed on a Charisma saving throw or become possessed. This DC equals 10+your Intelligence modifer+your proficiency bonus.  A creature can fail this saving throw voluntarily.

While possessing a creature your body occupies the same space as the host and is not visible. You cannot be targeted or affected by any attacks or spells but you suffer damage equal to half the damage dealt with the host while possessed. If the host moves, you move with them. You can only experience what the host sees and hears and can communicate with them telepathically. 

A possessed creature acts as normal on its turn. However, you can use your action to force the possessed creature to make an immediate weapon attack against a target of your choice within range. You can instead use your action to force the creature to Dash in a direction of your choice, to take the Dodge action.

This possession lasts until the host drops to 0 hit points, you drop to 0 hit points, or you are forced out by an effect like the dispel evil and good spell or turn undead ability. You then reappear in an unoccupied space within 5 feet of the creature. You can choose to end your possession for free at the start of your turn. The host creature is immune to your possession for 24 hours after succeeding on the possession saving throw or after the possession ends (unless the creature wishes otherwise).

Healing Hands

As a bonus action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

Obfuscate

You can temporarily become incorporeal to avoid the brunt of an attack against you. When an attacker than you can see hits you with an attack, you can use your reaction to halve the attack damage against you. When you would receive half of the damage a possessed creature suffers from an attack, you can use your reaction to reduce it to a quarter of the damage instead. You can use this ability a number of times equal to your Intelligence Modifier, regaining all uses after a long rest.

Ghastly Form

Your physical body is no more, your new, spectral form existing in the space between realms. You gain the following traits.

  • Your creature type is Undead, and you are considered undead with respect to all spells, abilities, and effects
  • You give off a warm glow equal to dim light for a 5 foot radius.
  • You cannot physically carry any objects or wear equipment. You also no longer need to eat or drink, nor gain the benefits of any objects that require ingestion.
  • While you are not possessing a creature you have damage resistance against bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • You are immune to poison damage and the poisoned condition.
  • You are immune to the prone, grappled, restrained, and petrified conditions.
  • You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
  • You fall at a rate of 60ft per round and do not suffer falling damage.
  • You still take short or long rests per usual to use hit dice and regain the use of abilities but do not require sleep.
  • Should you fall to 0 hit points, you begin fading. You are considered unconscious, and make death saving throws as normal. Should you fail three death saving throws, your spirit fades away into the ether. Your spirit cannot be recovered or resurrected outside the means of a wish spell.