Phantom (5e Race)
From D&D Wiki
Phantoms are a people from between the mortal plane and the astral plane, who have died a gruesome death.
- Gruesome Curse
- Animal Spirits
Most commonly, Phantoms who are of a good nature possess the bodies of Animals and are often believed to be Animal Spirits by those who are assisted by them. Owls that give wisdom to weary travelers, eagles that lead adventurers to nearby towns, or wolves that protect lost children from a vicious pack of mangy dogs. Often, these good willed phantoms are not interested in their own selfish wants, however these kinds of phantoms are incredibly rare.
- Phantasmal Tricksters
Malevolent phantoms are the most common of these phantasmal apparitions, playing games with the living or causing havoc and misery. Some possess corpses and terrorize towns, while others commit crime and make people suffer just as they have. However, often these phantoms are found, caught, and banished, so most tend to merely mess with the living in smaller, more undetectable ways. Stealing belongings, causing people to say things they don't mean, and other such mischievous actions.
Scars of how a phantom dies often remain after death, and they usually choose to name themselves after those scars. A phantom with a dagger sticking in their shoulder may choose to call themselves Dagger, whilst a phantom that burns with a ghostly flame and burns on their ghostly form may call themselves Blaze.
Scar names: Spark, Dagger, Fletch, Maul, Blaze, Douse
Life goes on even after death, but to what extent is a mystery.- Yulon the Wise, on the subject of the Afterlife
Ability Score Increase. Your Wisdom score increases by 2.
Age. Phantoms can live as long as forever, but often move onto the astral plane at one point or fade from existence for one reason or another.
Alignment. Phantoms typically are of an evil or neutral nature, often seeking only the answer to their own selfish questions.
Size. You take on the size and shape of either the body you possess or the race you once were in life. Your largest possible size is Large.
Speed. Your base walking speed is 30 ft. feet. You may also float 5 ft. off the ground whilst not possessing a body.
Darkvision. You have 60 ft. of Darkvision.
Phantom Scar. You show a scar of your death that while reminding you of your demise, also grants you new strength. While possessing a body, you have resistance against attacks of the same kind that killed you. Choose one from acid, bludgeoning, cold, fire, force, lightning, piercing, poison, or slashing.
Possession. As an action, you may hide inside of a body, living or dead. You have no control over your host, living or dead, but are capable of communicating with a living host via telepathy. Separately, once per day you may take possession of a body you are hiding in. The host must make a Wisdom Saving Throw with a DC of 8 + your proficiency bonus + your wisdom modifier. Should the creature fail, you will have successfully taken control of their body. This creature can attempt retake control of their body by making another Wisdom Saving Throw once every 2 days. This process is not needed for possessing a corpse, but depending on the quality of the body you inhabit people may think you simply gross and smelly, or an undead monster wreaking havoc on the town. You will carry the physical stats of the creature or corpse you inhabit such as Constitution, Dexterity, and Strength, but your mental stats will remain the same such as Charisma, Intelligence, and Wisdom.
Sunlight Sensitivity. While in direct sunlight, you have disadvantage on all actions.
Semblance of mortality. You are not entirely ethereal. Your presence has a level of mortality to it, meaning physical and magical attacks can still harm you, but you also may interact with the world. You are not ethereal in your true form and if you are killed by any means you will be banished to an alternate plane of existence from which you cannot leave.
Languages. You can speak, read, and write Common and one other language of your choice.
Random Height and Weight
|′ ″||+||lb.||× () lb.|
*Height = base height + height modifier
When creating a <race name> character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.