Homebrew Ghost Species Details
"Zoinks! A g-g-g-ghost!"
A spectral form, wandering the site of the recently departed. A figure, far detached from life, yet refusing to pass on into the great beyond. Unfinished business is said to drive these tormented souls back to the Mortal Plane, a final duty as yet unfulfilled. Perhaps you, too, have a final task to complete.
A ghost will often take a solitary existance to reflect their solemn duty to this world, and many are simply unable to make contact with the living. Others may act as they did in life, their apparent death merely a grim reminder of the sacrifices they have made.
Not All There
Ghosts are as varied and quirky as the corpse that they used to be, and possess the same variety of temperaments and life(?)styles as any group of people might. Regardless of cult or creed, however, ghosts all retain the same spectral, floating appearance in an haunting facsimile of their former selves. Not only that, but as time goes on and memories begin to fade, one thing will remain constant - a ghost will always remember where it died.
Ghosts are naturally incorporeal creatures, granting them an ease of movement that mere mortals do not posess. Instead of walking normally, they appear to hover about a foot off the ground, their form fading away at the knee. They are also immune to being grappled, and have advantage against being restrained by merely physical means. They also have resistance to physical attacks, and are immune to both poison and disease. They can move through other creatures and objects as if they were difficult terrain, taking 5 (1d10) force damage if they end their turn inside an object.
This form also carries with it some drawbacks, as ghosts have limited ability to interact with the corporeal world. They suffer disadvantage on all Strength checks and saving throws, and have only enough energy to carry a quarter of what it could carry in its previous, living state. Any excess weight would simply fall to the floor beneath them. Ghosts are also greatly vulnerable to silver, to the point where they cannot even pass through it as with other materials. They cannot carry any silver coins or items.
"Life" as a Ghost
Most ghosts have a singular goal in mind, with their eventual completion granting passage to the Great Beyond, such that their soul can finally rest. Some tasks are more convoluted than others, with many tasks simply being unachievable, possibly for aeons. The majority of a ghost's efforts will go toward the completion of their task, with little regard to the world around them.
Undead Rapport
Occasional crossing with other undead is not uncommon for ghosts, though both parties tend to leave each other alone. However, displays of sentience and purpose can often drive the other undead into fits of rage. Perhaps they are drawn to the last vestiges of life?
Grim Humour
"I didn't realise how funny death could be until I experienced it for myself."
— Garth Greensfell (deceased), when asked about his recent decapitation.
Ghosts seem to lack the revulsion toward death that most folk have in life, and are often unperturbed by grim sights and gruesome consequence. A true sense of Gallows Humour, all told.
Roleplaying a Ghost
When you’re roleplaying a ghost, the following tables contain possible inspiration. They suggest characteristics that a ghost might have acquired both in life and in death.
Ghost Personality Traits
| d6 | Personality Trait |
|---|---|
| 1 | I don't really mind being dead. It's not as terrible as I was lead to believe |
| 2 | I welcome any chance to scare people. |
| 3 | I always appear in inopportune moments. |
| 4 | I am as scared of the living as they are of me. |
| 5 | I often forget what I am doing midway through doing it. |
| 6 | I don't want to spend any more time as a ghost than I have to. |
Ghost Ideals
| d6 | Ideal |
|---|---|
| 1 | My unfinished business is of paramount importance. (Lawful) |
| 2 | The time will come when my passing will be complete. I just have to wait until the time is right. (Neutral) |
| 3 | I can try new methods of work now that my body isn't holding me back. (Chaotic) |
| 4 | My own death is just the beginning. More blood must be spilled to complete my task. (Evil) |
| 5 | I spend my time learning what I never had time to learn in life. (Neutral) |
| 6 | My business lies far beyond the borders of my home. (Any) |
Ghost Bonds
| d6 | Bond |
|---|---|
| 1 | My duty is mine and mine alone. |
| 2 | Every choice I make must push me forward, toward my freedom. |
| 3 | I had one true love in life, I long to see it requited. |
| 4 | I have bound myself to this plane through sheer will, I will not rest until I say so. |
| 5 | I wish to explore the creative spirit my Master has given me. |
| 6 | I have pledged to guard a treasure for as long as I can, lest it fall into the wrong hands. |
Ghost Flaws
| d6 | Flaw |
|---|---|
| 1 | I am fearful of the living. |
| 2 | I am prone to ghostly wails and lamenting about my troubles. |
| 3 | I am slow to trust mortals with the nature of my unfinished business. |
| 4 | I cannot remember things to save my life. |
| 5 | I don’t ask for help. |
| 6 | I am often distracted from my task by the sight of something new and interesting. |
Ghost Names
A ghost will carry the name it held when it was alive, but after a while, the memory of such a name might begin to fade. As such, many ghosts cannot remember who they were in life.
Ghost Traits
Your character has the following traits, owing to its deceased nature.Ability Score Increase
Your Wisdom score increases by 2 and one other Ability score increases by 1.
Age
Ghosts can last indefinitely, but will appear as old as when they died.
Size
Ghosts appear much the same size as they did in life, but your size is considered Medium.
Speed
Your speed is 20 feet. Instead of walking however, you appear to float roughly 1 foot over any surface. You will still fall if there is nothing beneath you, taking full fall damage as if you were still mortal.
Incorporeal Form
Your Body is incorporeal, and reacts differently to your living companions. You have restance to nonmagical damage, and immunity to Poison and Disease, but you are left Vulnerable to silver and Silvered Weapons.
Missing Body
You do not need food, water or air to survive. However, you cannot be healed by potions or healer's kits, and healing magics cast by someone other than yourself only heal a number of hit points equal to the minimum possible rolled.
You are immune to being grappled, and have advantage on ability checks against being restrained by nonmagical means.
You have disadvantage on all Strength checks and saving throws, and your carrying capacity is halved. you cannot become overencumbered, as any items that cause you to exceed your carrying capacity will fall to the floor.
Languages
You can read and write Common and one other language you knew in life.
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