Soul Phantom (5e Race)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This race's primary mechanics depend on another cooperating creature to use.

Soul Phantom[edit]

It spoke to me, it promised me power, it promised me strength, all it asked for was a piece of my soul.
—Mark Terranova

Physical Description[edit]

Black Female Mist Phantom by ZillaWarriors

It is believed that soul phantoms are the remnants of dark vestiges in the soul, left to wander and latch onto others for sustenance in exchange for enhancing their passions, sometimes to a fault. They appear to be asexual blobs of darkness. However, they can sport features that can appear to be gendered, like long hair and bodily curvature. Unlike a typical shadow, they appear much more viscous and solid, to the point that normal weaponry can affect their base state. Usually, they have white eyes and are missing definite legs, though their upper body is usually vaguely shaped like a humanoid. They have moderate heights, but their weight is extremely light.


True to their name, soul phantoms are spotty in existence, like phantoms. They are said to be residues from spirit-matter, particularly that which is cast-off as an anchor on the world. These tethers take on a very physical form due to their attachment to physical things, usually things like money or even other physical beings. On their own, soul phantoms are seen as omens of past-ills that have occurred. They have been known to make contracts with other creatures to survive, as they require a host to properly materialize their powers. In exchange, they amplify the host's own desires and earthly attachments to increase their capabilities.


Phantoms are known to gather in places that have housed large volumes of ill-feeling. Because they require hosts, these places are usually never too far from civilization. Soul phantoms are often erroneously labeled evil spirits like ghosts. Their contract-making makes them more neutral in reality. Sometimes, depending on their need for a host, they will leave their place of origin to find greener pastures. This rarely ends well, as a soul phantom appears often to be a monster to most.

Soul Phantom Names[edit]

Being amalgams of earthly attachment with a bit less than perfect selves, soul phantoms have very fractured names. Their speech alone is lacking as it is. They have no preference for gender. If they find a host, they are much more comfortable using the host's identity.

Names: Wraith, Erebus, Scotus, Nyx, Trivia

Soul Phantom Traits[edit]

Soul phantoms are remnant pieces of earthly attachment
Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.
Age. Soul phantoms don't actually age. They are born, fully formed, but they tend to exist for around 200 years before fading away into nothingness.
Alignment. Being solely focused on survival, soul phantoms are actually neutral. Their contract-making can make them lawful.
Size. Most soul phantoms retain a height of around 5 to 5 and a half feet tall. Your size is Medium.
Speed. You have a base walking speed of 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Undead Nature. Your creature type is undead instead of humanoid. You do not need to eat, drink, breathe, or sleep. You are vulnerable to radiant damage, but resistant to necrotic damage.
Vessel Claim. As a soul phantom, you can form a contract to claim a vessel, or host, for yourself. As part of a short or long rest, you fuse your being with that of a willing creature, forming a powerful bond between you both. While you have a host, you can benefit from the effects of healing spells and potions. Additionally, you and your host can communicate telepathically and you are aware of each other's locations at all times. However, you cannot leave more than 30 feet from your host or this contract is broken.
Vessel Merge. As an action, you grant your host a rise in power with their passions for 1 minute. You teleport to your host's square and occupy their space for this duration. Your host gains the following effects for the duration:
They are resistant to nonmagical bludgeoning, slashing, and piercing.
They ignore difficult terrain.
When this effect ends, you are ejected from your host, appearing in an unoccupied space adjacent to them. You can use this trait a number of times equal to half your proficiency bonus, regaining use when you finish a long rest. You may only use this trait while you have a host via your vessel claim trait.
Languages. You can speak, read, and write in Common and Abyssal.

Random Height[edit]

5′ 0″ +1d6 10 lb. × (1d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

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