D&D 5E Ghost as PC?

Particle_Man

Explorer
So I am thinking of letting a player play his recently deceased wizard as a ghost. So I am thinking of ways to not have the character be too weak or too strong. One thing I am thinking of is have possessed entities get a save at the end of every round, and perhaps have the possession power use up a spell slot. I don't know about the "Frightful visage" power yet (maybe give the party an item-macguffin that makes them immune to the frightening effect? Maybe just tell the ghost player that showing himself could be dangerous?).

Anyhow, thoughts on how to do this right?
 

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I had a 3.5e character that took the ghost template, and DMed for some also. It is a powerful supplement for a 5e character, I would suggest a LA of 4.
 


You could model it along the lines of a poltergeist specter instead. No pesky horrifying visage or possession to worry about but with fun telekinesis (possibly with a bonus mage hand cantrip if he doesn't already have it). I'd allow him to toggle the invisible on/off and get rid of the sunlight sensitivity.

Finally, I'd consider halving his PC's normal max hit points to prevent the undead resistances, immunities and other benefits from getting too far out of control.

The MM statblocks are unclear how well ghosts and other spirits can interact with the physical world--whether they can move objects or use magic items. The statblocks don't seem to forbid it, but it's best to address the issue. I'd suggest disallowing him to use magic items that are not geared toward ghost use (i.e. special items dropped into the campaign and quested for). Also, there may be some issues accessing his spellbook.

You'd also have to determine how the character takes rests, since he doesn't need to take rests as an undead. I'd suggest he disappears to the 'Ether' or some other campaign appropriate locale to build up his strength rather than hang around camp keeping watch for everyone.
 


So I am thinking of letting a player play his recently deceased wizard as a ghost. So I am thinking of ways to not have the character be too weak or too strong. One thing I am thinking of is have possessed entities get a save at the end of every round, and perhaps have the possession power use up a spell slot. I don't know about the "Frightful visage" power yet (maybe give the party an item-macguffin that makes them immune to the frightening effect? Maybe just tell the ghost player that showing himself could be dangerous?).

Anyhow, thoughts on how to do this right?

What level is the party?
 




My suggestion: Allow him to sense the world around him and communicate telepathically with other PCs, but only manifest as a ghost once per day for 1 minute. However, when possessing a creature of CR less than or equal to his level (or the party's level), he can sustain possession even after his manifestation expires.

The idea is that except in unusual cases, he'll spend most of his time walking around in some possessed creature's skin. The CR limit keeps him from grabbing anything too grotesque.
 

What I'd do, and this may be really cool or really brutal, but I'd strip away the Wizard class, and replace it with a Ghost class. He keeps all his knowledges and stats and memories, but he doesn't have the actual power. That's all gone, it's replaced with ghost stuff he can do. He can phase through nonmagical walls, he can roll to possess people, and he can go invisible, but he can't manipulate the world directly.

Again...I'd basically make him Deadman. And if it's being played by another player, I'd take him aside and I'd make him really sell being a ghost. Maybe make him complain that everybody sounds distant, or that it's so cold in this room, sometimes I'd have him roll int or knowledge checks because everything just seems so hazy and distant. Man, that would be awesome.
 

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