A ghost is the semi-tangible soul of a creature that has died. Instead of a physical body made of muscle, bone, and blood, it has a ghost body made of transparent ectoplasm. Ghosts are not undead, although they are often mistaken for undead by the truly ignorant. They do not need to eat (although they can if they want to) or sleep as they did when alive. When a ghost is wounded, it leaks ectoplasm like a living creature leaks blood.
In general, a ghost appears as it did at the moment its physical body died, although some ghosts learn how to reshape their ectoplasm and alter their appearance. A ghost body is made of transparent ectoplasm, and an alert observer can easily recognize the identity of the ghost and that the ghost is not a physical person.
Most ghosts try to get their bodies raised from the dead (which causes the ghost to merge with the physical body) or search for whoever was responsible for their death, while others become ghosts willingly to pursue some goal or escape some terrible punishment. They otherwise have the same memories and personality they did when they were alive.
Returning to the Land of the Living
If a ghost’s corpse (corporeal body, etc.) is targeted by a spell or effect such as raise dead or resurrection and they are restored to life, they lose their ghostly transformation. Should they later die and become a ghost again, they must begin anew at Rank 1, with no access to any ranks or abilities they previously held as a ghost.
Prerequisites
In order to become a lycanthrope, you must meet the following prerequisites:
- Ability Scores: Dexterity 13 (base)
- Type. Humanoid (with at least 1 Incarnum)
- Death. Ten minutes after the creature dies—whether by age, disease, magic, or battle—its soul appears on the Ethereal Plane. The soul hovers on the Ethereal Plane, and if the creature does not wish to remain as a ghost, it is carried off by the Ethereal Current, which takes it across the Veil of Souls into the True Afterlife.
If the creature chooses to remain on this side of the Veil of Souls instead of passing on, it exists as an ethereal ghost, and the character immediately gains the ghost transformation
Transformation save DC = 8 + your proficiency bonus + your Dexterity modifier

Level Milestones
The following are level milestones for a Ghost:
- Defeat a powerful, ghostly undead and absorb its power. Or defeat an aberration of similar might that has powers over space, time, or death.
- Use a ritual that infuses your body with the forces of death or primordial chaos.
- Survive a near-death experience caused by a ghostly undead creature or an aberration, especially one in which your hit point maximum is reduced, such as by a wraith’s life drain, or in which you drop to 0 hit points.
- Kill a significant foe with necrotic or psychic damage, or by using necromancy magic.
- Deal with ghosts and similar spirits, or beings of other realities, perhaps as a conduit between them and other mortals.
Boon : Incorporeal Form
A ghost becomes incorporeal. While incorporeal, the following rules apply:- Ability Scores. A ghost retains all of its original ability scores, but has no strength score. it applies its dexterity modifier to both melee and ranged attacks.
- Ectoplasmic Body. You cannot become fatigued or exhausted.
- Low-Light Vision: A ghost can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. It retains the ability to distinguish color (in a limited fashion; see Ectoplasmic Body, below) and detail under these circumstances. If a ghost had darkvision, or other non-natural sight granted to them from a racial ability, they lose this when they become a ghost. Darkvision granted from class features, magic items or spells is retained and used normally.
- Movement. You can move through other creatures and solid objects as if they were difficult terrain and you can move through difficult terrain as if it were normal. If you end your turn inside a creature or object, you’re shunted back to where you entered and take 1d10 force damage per 5 feet (rounded up) you travel in this way. Objects that have been in your possession less than 1 minute cannot move through creatures and objects with you.
- Resistance. During your turn you have resistance to all nonmagical bludgeoning, slashing, and piercing damage from sources you can see.
- Ghostly Grasp. You gain the ability to interact with corporeal items despite your incorporeal nature, subject to the following rules:
- Interaction with Corporeal Items:
- You can wear, wield, and use corporeal items as though you were not incorporeal, but only after the item has been in your possession for at least one hour.
- For this purpose, “possession” means the item is within your reach, and you would be capable of picking it up if you were corporeal.
- Strength and Carrying Capacity:
- When interacting with corporeal items, your original Strength score is used to determine how much you can lift, drag, push, or carry. However, all totals are halved for these purposes.
- Encumbrance: Corporeal items you carry remain corporeal, and their full weight applies to encumbrance.
- Ghost Touch Items: Items with the ghost touch property count as half their normal weight for encumbrance when in your possession.
- Incorporeal items, such as spectral objects, are weightless and do not count against your carrying capacity.
- Corporeal Item Properties: Corporeal items in your possession remain tangible and are not affected by your incorporeal movement. For example, they cannot pass through walls or other barriers as you can.
- Armor and Equipment: You can don or doff armor as an action. All other interactions with objects (e.g., wielding weapons, equipping shields) follow the normal rules for such actions.
- Interaction with Corporeal Items:
- Sense Physical Body. A ghost can attempt an Insight check (DC 15) once per round to determine the general direction of its physical body. . A ghost can attempt an Insight check (DC 15) once per round to determine the general direction of its physical body.
- Type: Your creature type changes to undead. Spells and abilities that state effects or conditions specifically regarding Undead of a specific CR have no effect on you. If a spell or ability other than your own would cause you to gain Hit Points, you gain that many temporary Hit Points instead. If you are reduced to 0 hit points and fall unconscious as a result, any healing you receive will stabilize you and leave you on 1 hit point and unconscious. When killed, a ghost’s body reverts to raw ectoplasm, decaying into nothingness after 10 minutes. A gentle repose spell preserves a ghost’s body as if it were a normal corpse. A ghost’s body is the same temperature as its environment, unlike a physical body. Furthermore, you cannot die from old age and you do not require air, food or drink.
Boon: No Discernible Anatomy
A ghost has no discernible anatomy and is therefore immune to critical hits, sneak attacks, or bonuses such as a ranger’s favored enemy bonus that do not work on creatures without a discernible anatomy. It can be polymorphed, but a polymorphed ghost is still an ectoplasmic creature with no discernible anatomy. A ghost is unharmed by diseases or poison that would affect a physical body. Other diseases and poisons that affect only ghosts do exist. Ghosts do not need to eat, breathe, or sleep (although spellcaster ghosts still need to rest in order to prepare spells). Ghosts are subject to stunning effects that would affect living creatures. Also, you cease aging and cannot be aged magically.Flaw : Disembodied Soul
As a disembodied soul of a living creature, a ghost can be raised or resurrected if its physical body is present (this causes the ghost to merge with its physical body). A true resurrection, miracle, or wish spell can restore a ghost to life, even if its body is missing. A ghost counts as a living creature for the purpose of effects that affect living creatures. As an outsider, a ghost is subject to spells that affect outsiders and extraplanar creatures, such as banishment. A ghost’s native plane is beyond the Veil of Souls, and a ghost banished from the Material Plane is sent to the True Afterlife. If a ghost dies (such as 3 failed death saves), or is otherwise destroyed, the ghost is said to have suffered “true death,” and the soul passes beyond the Veil of Souls. A slain ghost turns into a puddle of ectoplasm weighing approximately 1 pound. See True Death. In addition, if a ghost is hit by a sneak attack or a critical hit from a silver weapon, it must make a Constitution save (DC 15) or be stunned for 1 round. Other than this possible stunning effect, a critical hit or sneak attack does not deal any more damage than a normal hit from that weapon.Boon : Ethereal Phasing
You can cast the blink spell without expending a spell slot. Once you cast the spell using this boon a number of times equal to your Transformation level, you can’t do so again until you finish a long rest.Boon: Spectral Flight
You gain a fly speed equal to your walking speed.Boon : Horrifying Visage
As an action, you can force each creature of your choice within 30 feet of and able to see you to make a Wisdom saving throw. Targets that fail the saving throw are frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if you are within line of sight, ending the effect on itself on a success. You can use this boon a number of times equal to your transformation level. You regain all uses when you finish a long rest.Flaw : Hideous Appearance
Your true form is ghostly and haunting, whether due to your connection to death or your tenuous ties to material reality. Although your appearance isn’t necessarily scary, your spectral form seems unnatural to normal creatures who might believe you to be a ghost or other sort of spirit. You can manifest as the humanoid you once were, but doing so requires concentration on your part. Moments of stress, such as the following, reveal your hideous appearance.- Using concentration, as if on or on a spell
- Becoming unconscious
- Entering hallowed ground
- Choosing to reveal your hideous appearance
- In events of extreme emotional or physical stress, the GM can call for a Constitution saving throw with a DC of their choosing to see if you reveal your hideous appearance.
Boon : Life Drain
Your touch disrupts the life force of other beings. As an action, you can choose a creature within 5 feet to make a Constitution saving throw. On a failure, the creature takes 8d8 necrotic damage, and you gain half as many temporary hit points. If this damage causes the creature to drop to 0 hit points, the creature automatically dies and you regain an expended use of this boon.You can use this boon a number of times equal to your Transformation level. You regain all expended uses when you finish a long rest.
Boon : Haunting Jaunt
Prerequisite: Spectral FlightYou can use a bonus action to choose an unoccupied space within 120 feet then you fly in a direct line from your current space to that chosen space. This movement does not provoke opportunity attacks. Each creature you pass through as part of this movement must succeed on a Constitution saving throw or take 3d6 + your Dexterity modifier psychic damage and be frightened of you until the end of your next turn.
Once you use this boon, you must finish a short or long rest before you can use it again.
Flaw : Untethered Mind
Your mind starts to follow your body in its dissolution. Less significant memories of your existence before your specter transformation start to fade like they’re dreams you’ve awakened from. The GM can claim you can’t recall something from your living past when it’s dramatic or might disadvantage you. Also, you have disadvantage whenever you attempt an Intelligence check to recall information.This lack of connection to your previous self can cause personality changes. You might forget old grudges or traumas, which can change your personality traits or alignment for the better. It’s more likely that you cling to any vestige of your old self, amplifying their importance, nursing resentments and gloomy thoughts. You might come to hate those who have a normal existence, taking a turn toward evil.
Boon : Call of Unmaking
As a bonus action, you reveal your Hideous Appearance and give a mournful wail or otherwise set up a wracking vibration. This sound has no effect on constructs and undead.All other creatures of your choice within 30 feet of you must make a Constitution saving throw. Creatures that can’t hear you have advantage on the saving throw. On a failed save, the creature bears the mark of unmaking for the next minute. While bearing this mark, a creature takes an additional 1d6 necrotic damage each time it takes damage. Once you use this boon, you can’t use it again until you finish a long rest.
Boon : Possession
As an action, you reveal your Hideous Appearance and enter the space of a humanoid or beast and force that creature to make a Charisma saving throw. If the target fails, you disappear, and the target is incapacitated and loses control of its body. You control the body without depriving the target of awareness.While possessing a target, you can’t be targeted by any attack, spell, or other effect. You retain your alignment, Intelligence, Wisdom, Charisma, and any immunity to being charmed and frightened. Otherwise, you use the possessed target’s statistics but don’t gain access to the target’s knowledge, class features, and proficiencies.
The possession lasts until the possessed target drops to 0 hit points, you end it as a bonus action, or until you are forced out by an effect that ends possession. When the possession ends, you reappear in an unoccupied space within 5 feet of the body. You can use this boon again only after you finish a short or long rest.
Boon : Ethereal Denizen
You can sense invisible creatures and objects, and those in the nearby Ethereal Plane, as if you are always under the effect of the see invisibility spell.Additionally, you can use an action to cast the etherealness spell without expending a spell slot. Once you cast the spell using this boon, you can’t do so again until you finish a short or long rest.
Flaw : Pull of Oblivion
Dissolution pulls on your body and soul. Whenever you roll a natural 1 on a saving throw against an effect that deals you damage, you lose 1d6 hit points per two levels you have as the afterlife or your lack of reality pulls you toward nothingness. If you die, your body disappears, and you can be raised from the dead only with a wish spell or true resurrection spell. If you and the GM agree, you might instead become an NPC monster under the GM’s control, such as a wraith or a bizarre space-time aberration.Ghost Transformation Progression
Level 1
Gain all boons and this flaw.
Incorporeal Form
No Discernible Anatomy
Disembodied Soul
Level 2
Choose one boon and gain this flaw.
Ethereal Phasing
Spectral Flight
Horrifying Visage
Hideous Appearance
Level 3
Choose one boon and gain this flaw.
Life Drain
Haunting Jaunt
Untethered Mind
Level 4
Choose one boon and gain this flaw.
Call of Unmaking
Possession
Ethereal Denizen
Pull of Oblivion
Ghost Special Rules
The nature of ghosts means that some aspects of the game function differently for Ghosts.
Spells
- Alter Self: An incorporeal ghost can use this spell to appear as a different kind of incorporeal creature.
- Animate Dead: If this spell is cast on the body of a creature that is a ghost, the ghost has no special awareness of the violation of its body. If the undead creature is destroyed, the remains may still be used as the ghost’s body when being restored to life.
- Antilife Shell: This spell does not prevent the entrance of ghosts.
- Clone: This spell can create a clone of a ghost, but if the original is still alive (whether as a ghost or a living creature), the clone is merely ectoplasm that fades after 10 minutes unless preserved.
- Create Food and Water: This spell can be used to create ectoplasm instead of food. It creates 1 cubic foot of ectoplasm per level of the cleric. One cubic foot of ectoplasm weighs approximately 100 pounds.
- Create Undead: If this spell is cast on the body of a creature that is a ghost, the ghost has no special awareness of the violation of its body. If the undead creature is destroyed, the remains may still be used as the ghost’s body when being restored to life.
- Death Knell: Although this spell draws on the ebbing life force of a creature, it does not prevent the creature from appearing on the Ethereal Plane or becoming a ghost.
- Etherealness: This spell can be used to reach the True Afterlife, but none who have done so have returned.
- Gentle Repose: A gentle repose spell used on the remains of a slain ghost preserves it as if it were a normal corpse. Its ectoplasm does not decay into nothingness as long as the spell is in effect. The spell can also be used to preserve an object made of ectoplasm, affecting a single target of up to 50 pounds in weight.
- Magic Jar: This spell cannot be used on ghosts. A ghost who uses this spell has her ghost body and her ghost touch equipment vanish when it is cast, reforming near the magic jar when the duration expires or the caster desires to end the spell.
- Mending: This spell can keep an ectoplasmic object from decaying for 1 minute.
- Passwall: This spell can create a passage through an ectoplasmic barrier.
- Planar Ally: This spell can be used to call ghosts from the True Afterlife.
- Plane Shift: This spell can be used to reach the True Afterlife, but none who have done so have returned.
- Prestidigitation: This spell can create up to 1 pound of ectoplasm.
- Protection from Evil and Good: Because a ghost who returns to the Material Plane under its own power is not a summoned or conjured creature, such a ghost is not affected by the third effect of this spell.
- Purify Food and Drink: This spell can be cast on ectoplasm, delaying its dissolution for another 10 minutes. One cubic foot of ectoplasm weighs approximately 100 pounds.
- Raise Dead: This spell can be used to restore a slain ghost to life (as a ghost) if any of its ghost body’s ectoplasm remains. If used on the physical body of a slain ghost (to restore the person fully to life), the time spent as a ghost does not count toward the time limit for this spell (so a person that died one month ago but spent all that time as a ghost could still be restored to life with this spell).
- Reincarnate: This spell works normally. If used on the ectoplasmic remains of a ghost, it works normally, reincarnating the ghost as a living creature with a physical body.
- Resurrection: As raise dead (see above).
- Speak with Dead: This spell does not work on living ghosts, but works normally if cast upon a slain ghost’s ectoplasmic remains.
- Sympathy: Ghost is an acceptable creature type for this spell.
- True Resurrection: As raise dead (see above).
Magic Items
- Bag of Holding: Because it does not need to breathe or eat, a ghost can live indefinitely within the nondimensional space created by this item.
- Radiant Damage: This type of damage deals damage to ghosts.
- Handy Haversack: Because it does not need to breathe or eat, a ghost can live indefinitely within the nondimensional space created by this item, assuming the ghost can fit into one of the spaces.
- Iron Flask: A ghost can be captured with this item.
- Portable Hole: Because it does not need to breathe or eat, a ghost can live indefinitely within the extradimensional space created by this item.
- Ring of X-Ray Vision: Ectoplasm counts as vegetable matter for the purpose of this item.