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Planar

Ghostwell

Ghostwell

Ability Score Increases

Ability Score Increases are related to your character's background, rather than species.  When you select a background, increase your statistics using the background's three chosen ability scores. If the background does not have a listed set of ability scores, increase any one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.


Life Span

The typical life span of a player character in the is about a century, assuming the character doesn’t meet a violent end. Members of some species, such as nymphs and earth golems, can live for centuries. If typical members of a species can live longer than a century, that fact is mentioned in their description.


Languages

When creating your character, after selecting your class, species, and background, select your known languages.  Your character can speak, read, and write Common and two other standard languages. The Basic Rules offers a list of languages to choose from. The GM is free to modify that list for a campaign.

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Some souls are tethered to the material plane even beyond death.  These souls are more corporeal and cognizant of their existence, capable of creating a semblance of life, becoming what are known as ghostwells.  The way a ghostwell forms can range from dubious to divine, as they can both both summoned from necromantic rituals by powerful liches, or graciously given a second chance at life by a benevolent Sorcerer.


Regardless of their formation, ghostwells can often only mentally visualize their past in a distant, hazy fashion, but feelings of deja-vu and strongly connected emotions can sometimes surface, causing an overwhelming sense of emotional jubilation or distress.  Some ghostwells seeks to embrace their former life by returning to where they died or were working toward a goa, while most others look to move on from their past existence, embracing a new future as an undead being.  


Creature Type: Humanoid

Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species

Speed: 30 feet


Spectral Flight

You have a flying speed equal to your walking speed, and can hover.   You can’t use this flying speed if you’re wearing medium or heavy armor.


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.


Incorporeal Movement

As a bonus action you can become partially incorporeal and can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object or creature.  

You can use this feature a number of times equal your proficiency bonus and regain all expended uses at the end of a long rest.


Ghostly Protection

You are resistant to necrotic or poison damage.  If you choose resistance to poison damage you also have advantage on saving throws against the poisoned condition.   If you choose resistance to necrotic damage, you have advantage on death saving throws.  You don’t need to eat, drink, breathe or sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a motionless state, during which you retain consciousness.


Remnants of Life

You hold on to a small remnant of life, allowing you to benefit from several spells that preserve life but that normally don’t affect Undead: cure woundshealing wordmass cure woundsmass healing word, and spare the dying.

You are also immune to effects that turn undead and effects that would magically age you.

*When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated. If you cast a spell that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don’t expend a spell slot. See also “Concentration.”

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