Homebrew Ghost Species Details
You are dead. Ghost time.
Ghost Traits
The traits of spooky boiGhostly Resistances
You have resistance to necrotic, poison, bludgeoning, piercing, and slashing damage from Nonmagical Attacks.
Undead Nature
Your type is undead, meaning that you can be targeted by abilities similar to Turn Undead. However, you may not be destroyed by it if your level surpasses the CR requirement. If killed, you come back as an undead ghost in 1d4 days. You don’t require air, food, drink or sleep.
Incorporeal Movement
You can move through other creatures and objects as if they were difficult terrain. You take an amount of force damage equal to your level if you end your turn inside an object.
Possession
One humanoid that you can see within 5 feet must succeed on a Charisma saving throw (The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus) or be possessed by you; you then disappear, and the target is incapacitated and loses control of its body. You now control the body but don’t deprive the target of awareness. Each time the target receives damage, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect can last up to an hour or until you are expelled from the body with a Turn Undead ability, or take a bonus action to end the effect. No matter the way you get out from the target, you reappear 5ft next to it. You can use this ability once per long rest, and the target is immune to this ability for 24 hours after succeeding on the saving throw or after the possession ends.
Withering Touch
The cold touch of your ghostly skin is enough to chill someone to the bones. Make a 1d20 + Charisma modifier attack against the target’s AC. If you hit with it, you deal necrotic damage equal to 2d6 + Charisma modifier.
Languages
You can speak, read, and write Common and any languages you knew in life.
Visibility
You are only visible to full magic users and races with innate magic ability. As a free action, you may make yourself visible to everyone.
Ability score increase
Your Charisma score increases by 2, and your Dexterity increases by 1.
Age
Ghosts don’t age and eternally remain the way they died in.
Alignment
Ghosts retain the alignment they had in life. However, they tend towards a chaotic alignment in death.
Size
Ghosts remain with the same build had in life, which is usually Medium.
Speed
You do not have a walking speed. However, you can hover with a fly speed of 40ft.
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.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/1/2021 7:46:30 PM
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44
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10
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Coming Soon
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Comments
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Posted Mar 4, 2021Ghostly resistance seems op because most attacks will be half damage on account of the magic weapons ability being very rare.
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Posted Mar 9, 2021Maybe this would work better as a monster template?
Assuming that you can even create that, I didn't check.
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Posted Mar 9, 2021maybe you could make them take damage from holy water or have radiant vulnerability to help make it easier for people to kill. Right now it seems a little powerful, but maybe that is what you had going for you. Either way, great concept.
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Posted Mar 10, 2021Possession, visibility and ghostly resistance all seem OP. Possession allows you to take over the body of any humanoid, giving you a second pool of hit points ad making powerful evil human NPCs useless. Visibility makes you invisible to most monsters you fight because class levels on monsters are rare and even most magical creatures lack innate spellcasting. Most monsters lack magic weapons, making ghostly resistance OP as well. Remove visibility (which isn't a thing in d&d anyway), remove possession, and change ghostly resistance by removing the bludgeoning, piercing and slashing part and keep the resistance to necrotic or change it to immunity to necrotic.
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Posted Mar 10, 2021I probably should have put this in the description, but this is designed for a somewhat homebrew heavy challenging campaign where the players need all the advantages they can get, and I thought other people may find the concept useful to edit or to use off the bat, like you're describing.