Homebrew Ghost Species Details

Ghost
Medium undead, any alignment
Armor Class 10 + constitution + charisma
Speed 30 ft, It can float

Out of all of the undead in the Forgotten Realms, Ghosts tend to be the most common and well known. Remnants of a past life, these specters walk the face of the Earth, forever seeking out their unfinished business. All Ghosts glow a dim light and float approximately one inch off the floor. 

Ghosts do not need to eat, drink, breath or sleep. Instead of sleeping, Ghosts enter a "spectral stasis" that allows them to rest, while in spectral stasis, you are indistinguishable from the rest of the environment.

Ghosts are immune to poison(s) and disease(s), Ghosts are resistant to non-magical bludgeoning, piercing and slashing damage. Ghosts are weak against radiant and psychic damage.

Ghosts cannot use armor or weapons. Your AC is 10 + constitution + charisma.

Ghosts can read, write and speak.

Ghost Traits

You receive the following spooky traits:

Unfinished Business

Every Ghost comes with unfinished business, which they are obsessive about. When you are not actively pursuing this business, you spend your time thinking about it. You put your unfinished business above all else as a priority.

Dark Vision

Ghosts have superior vision in dark and dim Conditions. 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.

Ghostly Touch

Ghosts are commonly known to drain the heat out of rooms and chill the spine. Ghostly Touch awards the player the spell Chill Touch.

Ghost Step

The Ghost enters the Ethereal Plane from The Material Plane, or vice versa. It is visible on The Material Plane while it is in the Border Ethereal, and vice versa, it cannot affect or be affected by anything on the other plane.

Spectral Grasp

Ghosts are composed of ectoplasm and have a weight and density all their own, making it more difficult to interact with the physical world. Every physical action requires a concentration check in order to perform, DC 10 + constitution. This does not include basic action(s) such as movement, sitting or standing, etcetera. Due to their ghostly composition, Ghosts cannot wear armor or wield weapons. 

Undead Awareness

Ghosts have a mystical sense of awareness of the world around them, the same power that gives them shape and form allows them to perceive and interact with the world around them. Ghosts can sense other undead within 50 feet of their position.

Horrifying Visage

Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be Frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A Frightened target can repeat the saving throw at the end of each of its turns, ending the Frightened condition on itself on a success. If a target's saving throw is successful or the Effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging Effect can be reversed with a Greater Restoration spell, but only within 24 hours of it occurring.

Ethereal Form

Your ethereal form ebbs and flows between realities, you have the ability to become invisible.

Possession

One Humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is Incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any Attack, spell, or other Effect, except ones that turn Undead, and it retains its Alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. It otherwise uses the possessed target's Statistics, but doesn't gain access to the target's knowledge, Class Features, or Proficiencies. The possession lasts until the body drops to 0 Hit Points, the ghost ends it as a Bonus Action, or the ghost is turned or forced out by an Effect like the Dispel Evil and Good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends. Ghosts drop everything they are carrying on the ground when possessing a target. Friendly targets who agree to possession do not require a charisma saving throw.

Undead Constitution

Your ghostly form affords you several immunities and resistances, as well as a couple of vulnerabilities.

Stiff as a Board Light as a Feather

Due to your spiritual nature, you do not actually touch the floor, but float approximately one inch off the floor. You will not trigger floor traps, but are still effected by hazards such as pits, spikes or lava. 

Banshee's Scream

You've spent time perfecting your ghostly wail to chill the blood of the living creatures. Target's failing a charisma saving throw are afraid for 4 turn(s). Each turn creature(s) may attempt to compose themselves by rolling another charisma saving throw.

Hydrophobia of the Damned

As a ghost you cannot cross moving bodies of water, a unseen force literally prevents it.

Incomprehensible Form

Due to your form's ectoplasmic behavior, you have learned to change yourself in to a mist form. 

Spectral Weapon

You can conjur ghostly weapons through the veil of reality to assist you in combat. The appearance of your weapon may be any kind of melee weapon. You may summon your weapon and attack with it on the same turn. This is treated like a standard melee attack with force damage.

Previous Versions

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