Homebrew Ghost Species Details

A ghost is a spirit that has not yet passed on to the afterlife. Some stay in the material plane through force of will, while others have unfinished business that they would like to see accomplished before they move on.

Ghost Traits

Ghosts have the following traits:

Darkvision

Your ethereal nature allows you to see things that couldn't be seen by a normal human. You can see dim light within 60 feet of you as if it were bright light, and darkness as if it were dim light. You can see colors in darkness, but not in their full color. The colors seem dilapidated or pale.

Ability Score Improvement

You can increase one ability score by two, or two ability scores by one.

Spirit Shift

Since you are an incorporeal being, you can pass through walls and ceilings like nothing. During your movement, you can pass through nonmagical obstacles, such as walls, ceilings, or trees, as if you were walking through them. You can end your turn inside of an obstacle, but if you do, you take 1d10 force damage after your movement is finished.

Ghost Float

You are able to float above the ground. You gain a flying speed equal to half of your walking speed, rounded to the nearest 5.

Possession

Your ghostly nature allows you to possess a creature, having the body host your form. To successfully possess a creature, the target must succeed a Wisdom saving throw of 10 plus your constitution modifier. If the target fails, you can proceed with the possession. After every turn you have a body possessed, the creature can make another Wisdom saving throw. If the target succeeds, they regain control of their body, and you are put in a spot of your choosing within 5 feet of the target. While you are possessing a target, you can make any actions that the target can, including legendary and lair actions.

You can possess any creature other than oozes, plants, celestials, elementals, undead, and certain types of constructs. You can only possess constructs that are living, and not mechanical.

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