Ghost - The Homebrewery
Ghost - The Homebrewery
Ghost
E
THEREAL BEINGS TRAPPED BETWEEN LIFE AND DEATH, GHOSTS WIELD SPECTRAL POWERS TO HAUNT, PROTECT, OR SEEK
revenge.
Ghost (Race)
Ghosts are spirits of the departed who linger in the mortal realm, bound by unfinished business,
vengeance, or duty.
Ability
Ability Score
Score Increase
Increase
Charisma +2, Dexterity or Wisdom +1
Age
Age
Ghosts do not age and remain as they were at the moment of death.
Alignment
Alignment
Ghosts tend toward neutral or chaotic, often driven by past emotions.
Size
Size
You retain the size you had in life (typically Medium).
Speed
Speed
Your base walking speed is 0 feet, but you have a flying speed of 30 feet (hover).
Ghostly
Ghostly Form
Form
You are incorporeal, allowing you to move through creatures and objects as if they were difficult terrain.
If you end your turn inside an object, you take 1d10 force damage.
Ethereal
Ethereal Sight
Sight
You can see 60 feet into the Ethereal Plane while you are on the Material Plane and vice versa.
Possession
Possession (Limited)
(Limited)
Once per long rest, you can attempt to possess a humanoid within 5 feet. The target must make a Charisma saving
throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save:
You control their body for 1 minute or until they take damage.
You cannot cast spells or use class features in their body.
The target retains its personality but is charmed for the duration.
Undead
Undead Nature
Nature
You do not need to breathe, eat, or sleep.
You have resistance to necrotic damage and immunity to poison damage.
You have advantage on saving throws against being charmed or frightened.
Languages
Languages
You can speak, read, and write Common and one language from your past life.
M
Ghost
Ghost Class
Class ASTERS OF HAUNTING, POSSESSION, AND SPECTRAL MAGIC, GHOSTS GROW STRONGER AS THEY EMBRACE THEIR
M
ASTERS OF HAUNTING, POSSESSION, AND SPECTRAL MAGIC, GHOSTS GROW STRONGER AS THEY EMBRACE THEIR Weapons: Non
otherworldly existence. Saving Throws
Skills: Choose
Hit Points
Hit Dice: 1d8 per Ghost level Equipment
Equipmen
Hit Points at 1st Level: 8 + Constitution modifier None. A ghost
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Ghost level
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Possession
Possession Mastery
Mastery (3rd
(3rd Level)
Level)
Your Possession ability now lasts for 10 minutes or until you take damage. Additionally, you can use Possession twice
per long rest instead of once.
Ghostly
Ghostly Whispers
Whispers (6th
(6th Level)
Level)
You can haunt the minds of those nearby. As an action, you can force one creature within 30 feet to make a Wisdom
saving throw (DC = 8 + proficiency bonus + Charisma modifier) or become frightened for 1 minute. They can repeat
the save at the end of each of their turns.
Haunting
Haunting Presence
Presence (10th
(10th Level)
Level)
You can choose to appear horrifying or sorrowful. When you take damage, you can force an attacker within 10 feet to
make a Wisdom saving throw or be frightened until the end of their next turn.
Phase
Phase Shift
Shift (14th
(14th Level)
Level)
You can become fully intangible for 1 minute once per long rest. While intangible, you are immune to non-magical
damage and can move through all objects without taking damage.
True
True Ghost
Ghost (18th
(18th Level)
Level)
You embrace your spectral power completely. For 1 minute, you gain the following benefits:
Your Possession ability no longer requires a save if the target is frightened or charmed.
You can move through solid objects without taking damage.
Your attacks deal an additional 2d8 necrotic damage.
You can become invisible as a bonus action.
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