Welcome to The Cage
Medium undead, any alignment
Armor Class 12
Hit Points 12*
Speed hover 30 ft.
Stats As in life (NOTE: stats don’t ‘level up’ once the character has died)
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non-magical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages the languages it knew in life
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. The ghost takes 5 (1d10) force damage if it ends its turn inside an object.
Just a Nobody A ghost cannot wear, use, or carry any physical items or equipment. A ghost may pull, tip, or shove light (2 pounds or less) physical objects up to a maximum of 5 feet per round.
Passive Invisibility Under normal circumstances, ghosts are invisible as per the Invisibility spell. When acting in such a way that would negate the spell, the ghost becomes visible as a translucent figure, hovering a few inches above the ground. The invisibility is restored when the ghost has not performed any invisibility-breaking actions for a short-rest. The ghost may also choose to become visible as a bonus action.
Fragile Immortality If the ghost’s HP reaches 0, they are rendered temporarily inert – they are dissipated (turned invisible and shifted to the Ethereal Plane against their will) and cannot re-materialize or otherwise interact with the material plane until a long rest has been completed, at which point their HP are recovered.
Undead The ghost does not need to sleep, eat, breathe, or rest (cannot be exhausted – though it may require time to re-materialize after being dissipated). Undead lose the class and race abilities they had in life.
Touch of the Grave. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 necrotic damage.
Etherealness. Using a bonus action, the ghost shifts from the Ethereal Plane to the Material Plane, or vice versa. It is visible (though slightly more transparent) on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane. Force attacks that can reach the Ethereal Plane – such as Magic Missile – work normally.
Unexpected Visit. If a ghost drops/loses its Passive Invisibility while adjacent to a person or creature that does not perceive its presence (by means of supernatural senses, magical items, arcane enhancements, etc), the target must succeed on a DC 13 Wisdom saving throw or be frightened of the ghost until the start of their next turn. The frightened target gives advantage on the next single attack against it, until the start of its following turn.
Possession (1/long rest). One living humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn’t deprive the target of awareness. The ghost can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost re-appears in an unoccupied space within 5 feet of the body. Whenever an unwillingly possessed individual takes a short rest, they may attempt a Charisma save to expel the ghost possessing them. The target is immune to this ghost’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.
LEVEL @ Death As above
LEVEL Death +1 Gain access to proficiencies from life (including skills, weapons, armor, tools, saves, etc.) subject to normal limitations on what can be done with or without a body. Proficiency bonus scales with the level of the rest of the party*.
LEVEL Death +2 Gain access to applicable pre-ghost Racial abilities that are not dependent on physical form (i.e. telepathy, mind blast, magic resistance, but no tentacles) when manifested in the material plane.
LEVEL Death +3 Gain access to pre-ghost Class abilities when manifested in the material plane or possessing a body (but at the level they were at when they died — no additional advancement).