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Ghost

Ghosts are departed mortal souls who wear chains (or other visual representations) representing their sins in life. Though ethereal, they can interact with physical objects. They might haunt locations, though many move freely. Not all ghosts have unfinished business, and some are unable to resolve past grievances over time.

Traits

Ability Score Increase. Your Wisdom or Charisma score (your choice) increases by 1.

Age. To a ghost, age is irrelevant. Ghosts can linger for hundreds of years.

Alignment. A ghost has been allowed to return to life to atone for past sins or to deal with unfinished business. Ghosts strike a balance in focusing on personal goals and following the laws of society so as not to transgress further. Most ghosts are neutral, and many are good or try to be. Nobler spirits try to create a world better than they left it. Some ghosts are bitter about being trapped on the Mortal Plane and become poltergeists; such spirits are cruel and thus chaotic evil.

Rarity. Rare.

Size. A ghost is the size the creature was in life but nearly weightless except for the burden of their sins, manifested as spiritual fetters. Your size is typically Small or Medium.

Speed. Your base walking speed is 30 feet.

Ectoplasmic Movement. Double the distance you can jump. Your spiritual body also allows you to reduce the cost of moving through difficult terrain by 2 feet per foot you move. When you crawl, you can do so at full speed. In addition, you can enter spaces small enough to admit Tiny creatures without squeezing.

Floating Ectoplasm. You know the mage hand cantrip. Once you reach 3rd level, you can cast feather fall, targeting yourself. You regain the use of this spell each time you finish a short or long rest. At 5th level, you can cast levitate, targeting yourself, once per day. When you reach 7th level, you regain the use of levitate each time you finish a short or long rest. Wisdom or Charisma is your spellcasting ability for these spells, and you need no material components for them.

Living Spirit. You are a humanoid, but your undead nature gives you the following traits.

  • You are immune to disease, and you have resistance to poison damage and damage you take from falling. Also, you can add your proficiency bonus to saving throws against being poisoned. If you have proficiency in such a saving throw, your proficiency bonus with it is doubled against being poisoned.
  • You need not eat, drink, or breathe.
  • You are vulnerable to lightning damage, which severely disrupts your ectoplasmic body.
  • Although you can be healed as if you’re humanoid, and the raise dead spell works on you (returning you to “life” as a ghost), you are otherwise considered to be undead whenever it is detrimental for you.

Spectral Form. Using your action, you can alter the vibration of your ectoplasmic body, becoming incorporeal for a time along with everything you’re wearing and carrying. This form lasts while you focus on it, as if you are concentrating on a spell. In it, you have a flying speed of 30 feet, you can hover, and you can enter and occupy the space of another creature. Other creatures can enter and occupy your space. You can move through solid objects and creatures, but each foot you move when doing so costs you 1 extra foot of movement. The surface of an object must remain within your reach, and if you end your turn within a creature or object, you take 2d6 psychic damage and return to the point from which you entered that creature or object. In this form, you can’t manipulate objects, attack, or cast spells, and objects that transformed with you can’t be interacted with. You can use this ability again only after you finish a long rest.

Languages. You speak, read, and write Common and Shadowtongue.

Section 15: Copyright Notice
Tales of Arcana Race Guide © 2021 Arcanomicon, LLC Author(s) Matt Knicl, Chris S. Sims