GalacticAxekick
2022-03-18, 12:19 PM
A long time ago I wrote a set of monster stats (https://homebrewery.naturalcrit.com/share/_FCM0bfXJ) as a proof-of-concept. I wanted to see if I could change monsters that are basically just bags of hit points into puzzles whose overwhelming offense or defense can only be overcome strategically.
Two of those monsters—the Poltergeist and the Phantom—represented a radical change in how 5e handles ghosts. It treats them as disembodied consciousnesses: as humanoids no different from PCs, except that they have no physical presence whatsoever.
In order to overcome their lack of bodies, my ghosts rely on spellcasting. Poltergeist (immature ghosts, so to speak) use spells like Mage Hand to grope at their surroundings and make sense of where they are, Phantom Lights to make their presence known, and Message to speak to the living. Phantoms (mature ghosts) use spells like Clairvoyance to see and hear, Fly to move, and Dominate Person to take possession of humanoid bodies.
These ghosts were a huge success at my table, which leads to my next project: letting players play as ghosts!
Haunt
5th level Necromancy
Casting Time: Action
Range: 10 feet
Components: V, S
Duration: Until dispelled
This spell ejects your spirit from your body, leaving your body unconscious while your soul roams free.
By default, your disembodied spirit appears within your body's space and hovers there, even if your body is moved elsewhere. Alternatively, the moment that you cast this spell, you can choose a creature or object that you can see within range and anchor your spirit to it. In that case, your spirit appears in the target's space and follows the target wherever it moves.
Your spirit has the following features:
Deathless. As a disembodied spirit, you have a hit point maximum is equal to your body's hit point maximum, minus any hit points granted by your Constitution modifier. When you are reduced to 0 hit points, this spell is dispelled.
Restless. As a disembodied spirit, you do not sleep. Instead, you gain the benefits of a long rest when you spend at least 8 hours inactive.
Shapeless. As a disembodied spirit, you have no physical form. You are invisible and intangible, and you can neither perceive nor interact with the physical world, except through magic. As a result of this, you are immune to any affect which involves an attack roll, a Strength, Dexterity or Constitution check, or a Strength, Dexterity or Constitution saving throw. In addition, you are immune to all damage types except for force, necrotic, psychic, and radiant.
Eschew Components. For lack of body, voice, and possessions, your spirit ignores the verbal, somatic and material components of spells (except for costly material components). You nonetheless cannot cast a spell with verbal components in an area of Silence.
If you choose to end this spell, if this spell is dispelled, or if your spirit is banished, you instantly return to your body. If your body is dead when you are forced to return, you die.
If you cast this spell while you are already under its effects, you can anchor your spirit to a new target within range.
Revenant Soul
Ghosts are the disembodied spirits of humanoids, anchored to the material plane by a sorcerous spell cast in the desperate throes of death. Whether you are a true ghost or someone who discovered ghostly power during a near-death experience, you have learned to tap in the the magical power of the soul. You will only die when your hope dies.
Die Trying
Starting at 1st level, when your body reduced to 0 hit points, you can instantaneously cast Haunt without expending spell slots.
When you cast Haunt using this feature, your soul is anchored to the world of the living by your desperate will to live and see one task to the bitter end. Work with your DM to decide precisely what this task is.
Until your task is resolved, your Haunt cannot be dispelled. When your soul is reduced to 0 hit points, you are merely incapacitated for 1 week. The moment you either complete your task or lose all hope of completing it, you are banished.
Go Ghost
Starting at 1st level, when you are not under the effects of Haunt, you can cast Haunt as a ritual.
If your Haunt is dispelled or your spirit is reduced to 0 hit points and your body is dead, you can work with your DM to decide on unresolved business, which anchors to the world of the living.
Vicarious Living
Starting at 6th level, when you use Haunt to anchor yourself to a creature, you can perceive through that creature's senses.
Likewise, when you use Haunt to anchor yourself to an object , you can see, hear, and sense touch through that object.
Possession
Starting at 14th level, while you are using Haunt to anchor yourself to a beast or humanoid, you an use your action to cast Dominate Beast or Dominate Person on that target without expending spell slots. Whichever spell you cast ends if your Haunt ends.
Any hit points that the target you are dominating loses are also lost by your spirit.
Improved Possession
Starting at 18th level, while you are using Haunt to anchor yourself to any creature, you an use your action to cast Dominate Monster on that target without expending spell slots. This spell ends if your Haunt ends.
Any hit points that the target you are dominating loses are also lost by your spirit
When you create a Revenant Soul Sorcerer, you and your DM must decide whether you are already dead or not.
If your body is dead and you exist only as a ghost, you will need powerful spells to perceive and explore your surroundings (such as Clairvoyance and Fly), and you will need the Indefatigable Purpose feature to have these spells active simultaneously. It is advisable that you create a Sorcerer of 6th level or higher.
If your body still lives, however, Haunt is merely a supplement to your abilities: a means to travel, scout and meddle where your body cannot reach and where you cannot be harmed, and a desperate last resort when your body is reduced to 0 hit points. In this case, it's perfectly acceptable to create a Sorcerer of 1st level.
Two of those monsters—the Poltergeist and the Phantom—represented a radical change in how 5e handles ghosts. It treats them as disembodied consciousnesses: as humanoids no different from PCs, except that they have no physical presence whatsoever.
In order to overcome their lack of bodies, my ghosts rely on spellcasting. Poltergeist (immature ghosts, so to speak) use spells like Mage Hand to grope at their surroundings and make sense of where they are, Phantom Lights to make their presence known, and Message to speak to the living. Phantoms (mature ghosts) use spells like Clairvoyance to see and hear, Fly to move, and Dominate Person to take possession of humanoid bodies.
These ghosts were a huge success at my table, which leads to my next project: letting players play as ghosts!
Haunt
5th level Necromancy
Casting Time: Action
Range: 10 feet
Components: V, S
Duration: Until dispelled
This spell ejects your spirit from your body, leaving your body unconscious while your soul roams free.
By default, your disembodied spirit appears within your body's space and hovers there, even if your body is moved elsewhere. Alternatively, the moment that you cast this spell, you can choose a creature or object that you can see within range and anchor your spirit to it. In that case, your spirit appears in the target's space and follows the target wherever it moves.
Your spirit has the following features:
Deathless. As a disembodied spirit, you have a hit point maximum is equal to your body's hit point maximum, minus any hit points granted by your Constitution modifier. When you are reduced to 0 hit points, this spell is dispelled.
Restless. As a disembodied spirit, you do not sleep. Instead, you gain the benefits of a long rest when you spend at least 8 hours inactive.
Shapeless. As a disembodied spirit, you have no physical form. You are invisible and intangible, and you can neither perceive nor interact with the physical world, except through magic. As a result of this, you are immune to any affect which involves an attack roll, a Strength, Dexterity or Constitution check, or a Strength, Dexterity or Constitution saving throw. In addition, you are immune to all damage types except for force, necrotic, psychic, and radiant.
Eschew Components. For lack of body, voice, and possessions, your spirit ignores the verbal, somatic and material components of spells (except for costly material components). You nonetheless cannot cast a spell with verbal components in an area of Silence.
If you choose to end this spell, if this spell is dispelled, or if your spirit is banished, you instantly return to your body. If your body is dead when you are forced to return, you die.
If you cast this spell while you are already under its effects, you can anchor your spirit to a new target within range.
Revenant Soul
Ghosts are the disembodied spirits of humanoids, anchored to the material plane by a sorcerous spell cast in the desperate throes of death. Whether you are a true ghost or someone who discovered ghostly power during a near-death experience, you have learned to tap in the the magical power of the soul. You will only die when your hope dies.
Die Trying
Starting at 1st level, when your body reduced to 0 hit points, you can instantaneously cast Haunt without expending spell slots.
When you cast Haunt using this feature, your soul is anchored to the world of the living by your desperate will to live and see one task to the bitter end. Work with your DM to decide precisely what this task is.
Until your task is resolved, your Haunt cannot be dispelled. When your soul is reduced to 0 hit points, you are merely incapacitated for 1 week. The moment you either complete your task or lose all hope of completing it, you are banished.
Go Ghost
Starting at 1st level, when you are not under the effects of Haunt, you can cast Haunt as a ritual.
If your Haunt is dispelled or your spirit is reduced to 0 hit points and your body is dead, you can work with your DM to decide on unresolved business, which anchors to the world of the living.
Vicarious Living
Starting at 6th level, when you use Haunt to anchor yourself to a creature, you can perceive through that creature's senses.
Likewise, when you use Haunt to anchor yourself to an object , you can see, hear, and sense touch through that object.
Possession
Starting at 14th level, while you are using Haunt to anchor yourself to a beast or humanoid, you an use your action to cast Dominate Beast or Dominate Person on that target without expending spell slots. Whichever spell you cast ends if your Haunt ends.
Any hit points that the target you are dominating loses are also lost by your spirit.
Improved Possession
Starting at 18th level, while you are using Haunt to anchor yourself to any creature, you an use your action to cast Dominate Monster on that target without expending spell slots. This spell ends if your Haunt ends.
Any hit points that the target you are dominating loses are also lost by your spirit
When you create a Revenant Soul Sorcerer, you and your DM must decide whether you are already dead or not.
If your body is dead and you exist only as a ghost, you will need powerful spells to perceive and explore your surroundings (such as Clairvoyance and Fly), and you will need the Indefatigable Purpose feature to have these spells active simultaneously. It is advisable that you create a Sorcerer of 6th level or higher.
If your body still lives, however, Haunt is merely a supplement to your abilities: a means to travel, scout and meddle where your body cannot reach and where you cannot be harmed, and a desperate last resort when your body is reduced to 0 hit points. In this case, it's perfectly acceptable to create a Sorcerer of 1st level.