Wraiths, Albion (3.5e Race)
From D&D Wiki
Wraiths are a race of ghost-like humanoids who gather themselves into clans. Due to their strange natural magic abilities, wraiths make excellent assassins.
Wraiths are a cold race, rarely smiling, jesting, or laughing. Their natural abilities make them excellent assassins, and their personality follows this trend.
 Physical Description
Wraiths stand slightly shorter then humans, and are significantly lighter of build. They have white skin and hair, and their eyes are usually black or gray. Their ears are slightly pointed, and their limbs and digits are slender and elongated.
Wraiths lean slightly towards evil, but almost as many are neutral.
Wraiths dwell primarily in large cities.
Wraiths worship Ephema, a goddess of shadows, death, and the night.
Wraiths speak their own tongue, Ectral, as well as Common.
 Racial Traits
- +4 dexterity -2 constitution, +2 charisma. Wraiths are agile and have a forceful personality, but are light of build and not very durable.
- Outsider (Native)
- Wraith base land speed is 40 ft.
- Darkvision 120 ft.
- Resistance to cold 10.
- +4 racial bonus on saving throws against poison.
- +4 racial bonus on move silently and hide checks.
- Spell-Like Abilities: At will: invisibility. Caster levels same as class level. When a ghostborn reaches 5 HD, they gain greater invisibility, as a spell-like ability, usable 3/day. At 10 HD, they can use it at will, and it replaces invisibility.
- Ghost Step (su): a wraith can become incorporeal for rounds per day equal to twice their charisma modifier. At 5 HD, they can become incorporeal for rounds per day equal to three times their charisma modifier. At 10 HD, four times. This climbs every 5 HD.
- Automatic Languages: Ectral, Common. Bonus Languages: Any.
- Favored Class: rogue.
- Level Adjustment: +2