Prestige Ancestry: Haunting
When the will of a creature extends beyond death to complete unfinished businesses, its soul might remain in this world, tethered to objects of significance. These beings manifest as ghostly figures surrounding their special item, carrying it with them always as their anchor to this world. The object is afforded supernatural resistance as the haunting's true body, the spectral form around it their limbs.
Prestige
The Haunting is a Prestige Ancestry. It can be taken after character creation at any point when you would receive a Feat in place of taking a regular Feat. A character must meet the following prerequisites to do so:
- You must have a Constitution score of 16 or higher.
- You must have 40 or more hit points.
- You can't already have a Prestige Ancestry.
Your DM might allow you to ignore one or more of these prerequisites, and may allow you to take this Prestige ancestry at 1st level.
Regardless of when you gain this ancestry, its features modify or add onto your base ancestry's. If a feature is present on both the prestige ancestry and the base ancestry, you take the version of the feature in the prestige ancestry unless specified otherwise. If your DM allows you to gain more than one prestige ancestry, you use the newest version of any feature it has that you previously gained.
Haunting Traits
Creature Type. You count as an Undead in addition to any other creature types you gained from your base ancestry.
Ghostly Form. You have returned to life as a ghost, a fact represented by the following benefits:
- You don’t need to eat, drink, or breathe.
- You don’t need to sleep, and magic can’t put you to sleep. To gain the benefits of a long rest, you must spend 4 hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you Unconscious, and you can see and hear as normal.
- You can't wear physical armor or wield shields. Any bonus to your AC from other sources is added to your Ghost Item instead of you.
- You can move up to 1 foot through solid surfaces before you are prevented from moving further by the Ghost Item anchoring you to this world. You can't move through lead in this way.
Ghost Item. You are tethered to an item of significant importance to your life no larger than your body, which always hovers at the center of your ghostly form. This item is afforded supernatural resistance by your ghostly power. The object's base AC is 17 and shares any damage resistances you have. When your object takes damage, you take the damage instead. If you die, your object immediately breaks, and you can't be revived by nonmagical means.