Homebrew Ghost Species Details
"Don't matter if you believe in them or not. If they're there, they're there"
Ghost have as many names for them as they cultures whose bones they are founded upon. Haunts, Haints, Spectres, Spooks, Banshees, Wraiths. When one dies in life but has the substantial will to cling on, their images and being persist amongst the living. Others may be forced to walk the earth in purgatorial punishment. One never knows who they might meet in their time when the countless millions who came before theirs might just still roam the planes.
A Stain in Time
The unearthly nature of ghosts brings with it a warped visage; a shadow of their former selves. Some ghosts may reflect the trauma they experienced in a literal & grotesque manner. Others may simply appear as the living, though incorporeal to the touch. Some may even exhibit a mix of both. One things for sure, you'll know it when you feel it.
Mired Minds
“Before me floats an image, man or shade,
Shade more than man, more image than a shade;
For Hades' bobbin bound in mummy-cloth
May unwind the winding path;
A mouth that has no moisture and no breath
Breathless mouths may summon"
Ghosts often have hard times distinguishing reality from their memories. Perhaps in battle they will cry out for kingdoms long since lost to the memory of time, or will address new friends like old acquaintances. Trapped in their own delusions, they parrot memories all too often that only they share in.
Beyond the Grave
Ghosts may come from all age ranges, depending of course when they died & usually their spectral forms reflect this permanently. However, such things are trivial to them now. Never aging or growing old, ghosts have no mortality in the sense that we know it. They can obliterated from these mortal planes through physical means or banished by magic until they can stitch themselves together in again from beyond. Yet many have wandered the earth for countless centuries, and seen kingdoms rise & fall. By their very nature, the passage of time is meaningless, the ravages of age a farce. Death has already arrived.
Ghost Traits
Your Ghost character has a variety of natural abilities, the result of deathless lifetimes of experience.Ability Score Increase
Your Constitution score increases by 2.
Age
Ghosts are ageless beings, though they tend to reflect the age at which they perished regardless of the span of the realized existence. Ghosts persists in the land of the living until they are either forcibly de-animated, be it by magic and might, or until they chose to move past this world to the next.
Alignment
Ghosts are as varied as the living beings they once lived amongst. No two will ever have the exact same history, memories, loves or motivation, but while this may be true, due to their disorientation amongst the living world they tend to drift towards Neutral spectrum. Having only cursory ties to the land of the living, they are far more concerned with their never ending fever dream existence & re-living their own past life.
Size
Ghosts come in all shapes & sizes, though they tend to be anywhere between 5 & 8 feet. Your size is medium.
Speed
Your base walking speed is 30 feet, and a flying speed equal to half your walking speed.
Blindness
Ghosts do not see so much as they sense. Their incorporeal bodies no longer house the adequate material to perceive light, bright or dim. Any spell cast to restore normal sight to the Ghost fails, and items that would restore sight have no effect. Additional senses, such as Tremorsense, Truesight or Blindsight however can offer additional sense to a Ghost.
Tremorsense
A creature with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance.
Tremorsense can't be used to detect flying or incorporeal creatures.
You can sense tremors in the ground up to 40 ft.
Stridors Breath
Ghosts have lost many senses, but they have learned to train the others. You have proficiency in the Perception skill. You have advantage on Perception checks that rely on hearing.
Strength of the Grave
You are immune to Poison & the Poison status condition.
You have advantage on saving throws against Diseases.
Otherwordly Movement
Ghosts are not bound by the material rules of our living world. You can move through solid objects as if they were difficult terrain up to a number of times equal to your proficiency, for 1 minute per use. Ending your turn inside of a solid object will cause you to take 1d10 bludgeoning damage, and you are immediately ejected to the closest available space. You regain all expended uses upon completing a long rest.
Languages
You can speak, read, and write Common and one other language of your choice.
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