Spirit Walker (5e Race)
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|“||There' those who walk among the ghosts... but ain't real dead, you know.||”|
Spirit walkers resemble humanoids that had the hard lines of their figure worn away into a slight blur, such that they seem ethereal and immaterial. Their bodies commonly carry about a bluish white hue and clear, white eyes that are described to pierce the soul. Their hair is seemingly always flowing despite lack of wind, and their skin gives off a pale turquoise glow. Some spirit walkers have been observed to carry a pair of immaterial wings that get strong as they do, eventually allowing for flight.
Spirit walkers are humanoids believed to have taken on spiritual properties due to influence from the Ethereal Realm. They are able to walk the line between the undead ghosts and living men because they live, yet they have something robbed of them that is crucial. As a result of overexposure in the Ethereal Plane, one's own body ceases to be separate from the soul. Their souls and bodies fuse to become one being. Instead of requiring an ethereal counterpart, spirit walkers are able to wholly enter the ethereal plane, body and all. This phenomena for spirit walkers is summarized by their saying of "One being, body and soul." Some see this as a curse, for death on a spirit walker means death for not only the body, but their inseparable spirit. In addition to their body and soul having fused, spirit walkers lose their capacity to feel as they take on this new form, as the true neutral energy of the Ethereal Plane essentially siphons any partialness from them.
As they have had their feelings removed, spirit walkers are very neutral creatures. They commonly stand guard over the crystal spheres of entry into the Ethereal, straddling the border between ethereal and material. To them, this is the duty most logical, given their newfound forms and powers. They also show very little care for whoever they speak to, addressing all races in the same sort of manner, neither friend nor foe. They do not seem to live in any organized society, instead just patrolling like guards without much interaction. When a spirit walker gains their wings, they are believed to be freed from the mundanity of patrol, now free to venture between the realms as they please with newfound wings.
Spirit Walker Names
Spirit walkers generally do not care for names anymore. Their previous addresses remain for others to call them by.
Male: Yugol, Firion, Hark, Rector
Female: Erin, Josephine, Nila, Ovilia
Spirit Walker Traits
Those who walk as spirits and body as one
Ability Score Increase. Your Wisdom score increases by 1.
Age. Their forms last about 100 years before ultimately dissolving.
Alignment. Spirit walkers are typically true neutral due to the influence of the Ethereal Realm.
Size. Spirit walkers are unsurprisingly lightweight despite an average size. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Ethereal Sight. You can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Ethereal Movement. As an action, you can pass into the Ethereal Realm and remain their until the end of your next turn. While you are in the Ethereal Realm, you remain visible in the Material Realm. You cannot be affected by anything in the Material Realm, nor can you affect anything in it until you return to it. You must finish a short or long rest before using this trait again.
Ethereal Wings. At 5th level, your wing are finally materialized enough for you to fly. You gain a flying speed of 30 feet.
Languages. You can speak, read and write in Common.
Subrace. Choose from the sniper, burrower and strider subraces.
Sniper walkers are more angular in shape, with features reminiscent of something elvish. They are very thin and graceful, with slightly greenish veins of energy running through their being. While spirit walkers are already rather light, they are even more so.
Ability Score Increase. Your Dexterity score increases by 2.
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.
Graceful Landing. You do not take falling damage from heights less than 60 feet.
Piercing Gaze. You are proficient in the Insight and Perception skills.
Burrower walkers are adept at keeping out of sight. When seen and in conversation, however, they are surprisingly articulate and knowledgeable despite their rather rugged appearance. Veins of blue and purple seem to form a hirsute appearance on them.
Ability Score Increase. Your Intelligence score increases by 2.
Bargainer. You have advantage in Charisma (Persuasion) checks related to haggling.
Burly. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Dodgy. You are proficient in the Stealth skill.
Strider walkers are almost mechanical. They speak and walk like clockwork, without missing a beat, and wholly undeterred by others.
Ability Score Increase. Your Strength score increases by 2.
Realm Guard. You have advantage in saving throws and checks against effects that would move you against your will.
Shield Block. While wielding a shield, you have advantage on Strength saving throws.
Machinetalk. You have the ability to communicate in a limited manner with constructs. They can understand the meaning of your words, though you have no special ability to understand them in return.
Random Height and Weight
|5′ 2″||+2d8||50 lb.||× (1d4) lb.|
*Height = base height + height modifier