Homebrew Willing Spirit Species Details

A Willing Spirit is a deceased who has willingly stayed behind as a ghost instead of passing to an afterlife. They choose to become ghosts for a variety of reasons, malicious or not. They can choose to move to the afterlife whenever they decide to, and are not held back due to unfinished business. The intentions of the spirits are unknown.

They are semi-transparent, pale skinned, ghostly humans who resemble their appearance in life, with notable differences. Their eyes will be glowing, their arms are green, glowing, and see through, and their legs appear to be limp. hey cannot walk, and will always hover or fly. They can travel through solid matter, pull themselves apart, and other things humans are incapable of. Due to being ghostly, they cannot eat things either. They can hold solid objects, however. They are also skilled in possession.

The spirits can communicate, but are unable to learn any new languages they did not know in life. They will use any form of communication that was able to be used when alive. They will typically not want to talk about how they died, either growing sad or angry when the topic is brought up, depending on their death. Some, although rare, will willingly talk about their death, and some even more rare ones will be happy with their deaths.

One ability they possess that no other undead does is the ability to assume the power of the Multi-Armed Spirit. This power allows them to increase their powers significantly, making their strengths stronger. More glowing green arms will sprout out of their backside, their pupils will disappear, and their body will glow more. They seemingly gain 4 extra arms, but they do not always seem to use all of those arms. Their power comes with drawback, however. Their weaknesses will grow even weaker in this form, and they will become slower.

(This race was made for roleplay purposes instead of balance purposes.)

Willing Spirit Traits

Willing Spirits possess powers of the ethereal realm, along with abilities of their living form.

Ability Score Increase

Ghosts are able to move freely, unburdened by walls or gravity, granting + 2 to dexterity.

No Breath

Due to the undead and ghostly nature of the character, they have no need for breathing.

Incorporeal

The ghost can move through solid objects at will, and take things with it if it desires. 

Dark Sense

The undead power of a ghost allows it to detect life in its radius, regardless of if that living thing is seen or not. Invisibility magic still seems to affect them, however.

Undead

Due to the evil magic compelling the body of the ghost, causing it to be undead, it deals Necrotic Damage on physical blows.

Ability Score Decrease

Undead and Ghosts are often feared by people, and many will not wish to deal with them. Ghosts are also quite frail in nature. - 2 Charisma. - 2 Constitution.

Necrotic Resistance

Being undead, the ghost is naturally resistant to the evil magic used to create it. Gains resistance to Necrotic.

Radiant Vulnerability

Due to being undead and unholy, the ghost is weak to holy magic. Gain vulnerability to Radiant.

Multi-Armed Spirit

Ascend to your true form and destroy your foes with the might of the undead specter. Used as an action. Transform to your true self and gain Multiattack as an action, as well as higher carry weight, an additional +2 to hit on all attacks, additional damage to all attacks (3d4 Necrotic damage), and immunity to Necrotic, but roll disadvantage on Constitution checks of any kind, take x4 damage from Radiant instead of double, enemies gain advantage against you when attacking, and - 10 to all mobility. Must Long Rest before being able to use this again once reverted. Will revert if knocked unconscious.

Multiattack

While in the true form of the Multi-Armed Spirit, you can attack wildly with your new arms. Can use Unarmed Strike 3 times in one turn as an action.

Inability to Learn

The ghost will only be able to communicate with languages it knew in life, and cannot learn new ones.

Scream of the Banshee

One of the unholy abilities of the Willing Spirit is their terrifying scream. Used as an action. Any within a 30 ft. radius who hear it must roll a Constitution Saving Throw (DC 15). If it passes, nothing happens. If it fails, take d8 + 4 Necrotic Damage and become frightened for 3 turns. This action can be used 3 times before it must recharge. A Long Rest recharges all uses, and a short rest recharges one use. This ability will affect allies who hear the scream as well as enemies.