Homebrew Ghost Species Details
When most sentient creatures die, their souls separate from the material body, enter the Ethereal Plane and are drawn to either Haven or the Underworld. On occasion however, whether because of a strong desire to remain, a ritual or sometimes simple coincidence, a soul may separate from the body and yet remains in the Material Plane, partly ethereal but maintaining a physical presence. These souls are what the people of the world call ghosts, and while rare, they are not unheard of by most people.
Ghost Traits
A ghost’s physical nature is still strongly influenced by the physical body they inhabited before death. Instead of physical matter, a ghost’s form is made up of a semi-material substance called ectoplasm, animated by a weak electrical field roughly analogous to a nervous system. Another advantage of being only partly in the physical plane is a translucent form, which can be made more or less opaque nearly up to appearing fully solid. Ghosts are not completely bound by laws of the material plane, though they are not fully free of them either.Language
You can speak and understand Common.
I’m You, but Spookier
Aside from the new abilities granted by a ghostly nature, a ghost’s physical nature is still strongly influenced by the physical body they inhabited before death. Age, physical appearance, size, speed, additional languages, ability score increases and other non-feat traits are inherited from your base race (the race it is a ghost of). You may also choose one other feat to carry over from your base race.
Going Ghost
Instead of physical matter, a ghost’s form is made up of a semi-material substance called ectoplasm, animated by a weak electrical field roughly analogous to a nervous system. Their partially ethereal form gives you resistance against all physical sources of damage, but you are weak to any magical or psychic attacks.
Not All There
Another advantage of being only partly in the physical plane is a translucent form, which can be made more or less opaque nearly up to appearing fully solid. A see-through form plus light footsteps gives proficiency on any Stealth rolls.
Walking on Air
Ghosts are not completely bound by laws of the material plane, though they are not fully free of them either. You can levitate up to 10 feet above the ground (or whatever surface is below you) indefinitely, and can move at your base walking speed while levitating.
Wall? What Wall?
With extreme concentration and focusing on the other side, ghosts can occasionally pass through otherwise solid objects. You can take an action to pass through a wall or other surface, provided you have seen the other side previously. This can be done 3 (Increasing by 1 at 3, 5, 8, 11, 14, 17, 20) times per Long Rest.
Mind Melder
By manipulating their own electric fields, ghosts can occasionally interact with or even manipulate the thoughts of others. You know the Message cantrip, and once you reach 3rd level you can cast Suggestion once per Long Rest. Charisma is your spellcasting ability for this spell.
Possessive
Though generally considered taboo at best and despicable at worst, it is sometimes possible for a ghost to go beyond influencing thoughts and control a person entirely. You can attempt to possess a humanoid creature if you wish.
The target must pass a Wisdom roll (DC of player’s Persuasion). If they succeed, you may not attempt to possess them again. If they fail, they will be entirely under your control for up to one hour. You do not gain access to any of their memories or thoughts, though you can still communicate with them inside your mind, as if by telepathy. The possession will be broken after one hour, or if your actions cause them to come to harm. Whether the target succeeds or fails the save, they will know what occurred afterward, and if they were possessed they will retain memories of what happened during the possession.