Ghosts Living independantly among the shattered remnants of whatever object, location, or creature that held significance to it, ghosts waste their days away in solitude, a set of jaded recluses trying tentatively to remember their past. Unfinished Business A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfill an oath, or relay a message to a loved one. A ghost might not realize that it has died and continue the everyday routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead. Once a ghost finishes its unfinished business, it fades steadily and restfully into nothingness. Ghosts yearn for the peace and quiet of death, though a small minority of ghosts grow to fear the oblivion of finishing their business, having begun to appreciate their incorporeal form. Regardless of whether the ghost wishes to remain in existence, it is unusual that a ghost survives once it completes its task, and whatever rules dictate which ghosts survive are poorly understood. Self-Pity All ghosts live alone, but on the rare occasion they do commune, much of their time is spent complaining about the unseemly behaviour of the more active proponents of their race. As undead remnants of a former life, ghosts retain the belief that death is a time for mourning, especially if that means mourning oneself. Fading Memories Ghosts struggle to keep a hold on their past memories and personalities, tragically aware that their very soul is slowly draining away under the effort of remaining in undeath. For this reason, an elderly ghost’s speech becomes slow, droning, and laboured. The best antidote to a ghost’s loss of personality is companionship, liveliness, and simple pleasures; such activities restore the ghost to its former liveliness, and aid it in regaining its full memories, but such activities are almost universally abhorred by ghosts until they try them. Envying the Living Given the prevalence of resurrection magic, most ghosts with useable bodies are quickly restored to life. Having seen this occur time and time again, ghosts with destroyed and desecrated bodies are likely to retain some secret resentment against all corporeal forms for having personally failed them. Conversely, a ghost who lost track of his or her body might grow envious of those who are able to remain inside their body with such ease. Regardless of the source of the resentment, when matters pertaining to bodies arise, or even pertaining to tasks as simple as carrying capacities, this chip on a ghost’s shoulder can manifest in sulkiness, abruptness or an unusual flash of temper. 1

Ghost Names Ghosts tend to refer to themselves by the names they held in life, but over time these names may be partially or totally forgotten. Ghost names become shorter and shorter the longer they live, partially through sloth at having to introduce oneself the same way over and over again, and partially due to their own fading memories. The oldest ghosts refer to themselves as single initials. Over time, the name Brendan might be contracted to Bren, then Ben, then B. Ghost Traits Your ghost character gains numerous helpful abilities, allowing it longevity, ethereal travel, and even the morally questionable ability to take control of another player's character if they ever fail to turn up to a session. Ability Score Increase. You increase your Charisma score by 1. Age. You do not age, and your body remains in the precise state you died. Alignment. Ghosts may be any alignment they held in life, but may live long enough that they forget their personality, steadily trending toward neutral alignments as they age. As they regain their memories, their original alignment may resurface. Size. Your size is determined by your background. Each Ghost background corresponds to a race in the player’s handbook. Speed. Your base walking speed is 30ft. Language. You speak falteringly in languages determined by your subrace. Undead Nature. You are treated as undead, and you no longer require air, food, drink or sleep. Ethereal Dodge. When you take the Dodge action, you may use a bonus action to become immaterial until the start of your next turn. While you are immaterial, moving through difficult terrain costs you no extra movement, and you may move through a hostile creature’s space even if it is the same size as you. Withering Touch. You may choose to have your unarmed strikes deal necrotic damage, rather than the bludgeoning damage normally associated with an unarmed strike. Possession. As an action, you possess one willing humanoid that you can see within 5 feet you; you disappear, and the target is incapacitated and loses control of its body. You now control the body but don't deprive the target of awareness. You can't be targeted by any attack, spell, or other effect, except ones that turn undead, and you retain only your alignment, Intelligence, Wisdom, Charisma, personality, knowledge, and proficiencies. You otherwise uses the possessed target's statistics and class features, but don't gain access to the target's knowledge or proficiencies. The possession lasts until you or the humanoid ends it as a bonus action, until the body drops to 0 hit points, or until you are turned or forced out by an effect like the dispel evil and good spell. When the possession ends, you reappear in an unoccupied space within 5 feet of the body. You are unable to affect the target with Possession for 24 hours after the possession ends. Subrace. You gain bonuses based off your subrace. This subrace represents the form you took in life. 2