Homebrew Ghost (Soul Tethered) Species Details

Due to circumstances either willing or not the player's soul was taken and infused into a crystal but while not trapped but more so tethered the player's options are limited. Being infused and tethered with a crystal still allows the player to interact limitedly within a set range. Myths and legends once spoke of ways to be able to un-fuse/untrap souls from crystals but the magic rituals have long since been lost. Now those who are unlucky to be in such a predicament can not have their characters pass on to the afterlife but are forever stuck, trapped in the world. However, there are options to be able to come back with a body host, options that would require aid from friends.

Ghost (Soul Tethered) Traits

Ghost

Crystal

With the player's soul infused with a crystal ease of playability depends upon it. The crystal can be damaged and broken with only magical weapons/attacks. If the crystal is broken into more then one piece the player losses all abilities besides send messages. When broken the player's soul is broken as well causing intense pain. To repair the crystal and the soul a creature will need to reattach the broken pieces in which the crystal can repair itself, how many pieces it is broken into equals how many hours it will take to repair.

The player is an invisible ghost and is restricted to a 120ft range of the crystal, they can only see and move within the 120ft range. The player can move through hard objects (ie. walls, doors) except terrain. The player can cast cantrips in ghost and specter form but not when animating a dead creature.

The player can spawn into the world for 1 hour as a specter, a dark misty shadow form of their previous self. The specter form uses unseen servant stats.

To come back in a bodily form the crystal must be infused into a new body host. If the creature is unwilling to give up their body the player must roll a D20 with disadvantage and score a DC16, if the creature is willing then the player roles with advantage.

Once having a new body player must spend time to get used to the new body with its capabilities and limitations. If the creature body is the same as the players previous (ie. human to human) the player must spend x2 the amount of time spent without a body. If the body is of the different race (ie. human to orc or elf) then the time is x5. During this time all roles are made with the disadvantage, the penalty time maximum is 2 weeks (14 days). Additionally, If the new host creature is a warforge the maximum penalty time is 1 day (24 hours).

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