Homebrew Ghostfolk Species Details

Unfinished Business

All ghosts remain in the mortal world due to unfinished business. This can be as personal as vengeance against their killer, or watching over a loved one, but more ambitious spirits have been known to stay behind to champion causes, or ensure the victory of their kingdom against a foe. 

Appearance

Ghosts can vary greatly in appearance, some look mostly as they did in life, while others only maintain a vaguely humanoid shape. Some radiate ethereal light, while others seem to suck the light out the area they're standing in.

Ghostfolk Traits

Ghostfolk share certain racial traits

Ability Score Improvement

Your Constitution score increases by 2, and your Charisma score increases by 1.

Speed

Your base walking speed is 30 feet.

Ghostly Powers

Starting at 3rd level, you gain control of your ghostly abilities. You can use your action to perform one of the following options:

Fade Out - You fade from the visible spectrum, gaining the benefits of the invisibility spell.

Phase Out - You gain a flying speed of 40 feet for 1 minute. During this time, you can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

Freak Out - 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 repeat the saving throw, ending the effect on a success. The DC equals 8 + Proficiency Bonus + Charisma Bonus.

Once you use this trait, you can’t use it again until you finish a long rest.

Darkvision

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.

Size

Your size is Medium.

Grave Magic

You can cast the mage hand and chill touch cantrips, both of which are invisible when cast with this trait. 

Beginning at 3rd level you gain the power of possession, and can use this trait to cast the crown of madness spell once, and you regain the ability to do so when you finish a long rest.

Charisma is your spellcasting ability for these spells.

Needs of the Flesh

Due to your ghostly nature, you no longer need to eat or breathe.

Languages

You can speak, read, and write Common and one other language, which you knew in life.

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