Dungeon Master Assistance

A place to share thoughts and ideas about Dungeons and Dragons

D&D 5e – House Rules for Creating a Ghost


Ghost Template

You can add this “Ghost” template to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. When a creature becomes a ghost he becomes semitransparent and can use an action to move back and forth between the material plane and the ethereal plane but he remains visible to creatures in both planes.

Physical Description

Ghosts are flickering remnants of their past lives, appearing as they did before death, however, they are semi-transparent and have a blue tinge to them that drowns out all color of their body.

If the ghost is still coming to terms with its death, its appearance may reflect how it died. For example, a ghost that had drowned in a previous life may be dripping with glowing water droplets that disappear as soon as they hit the ground. A ghost that died in battle, may still have the wounds it sustained open and flowing with silver blood.

Similarly, if the ghost instead is more transfixed by guilt or regret at its previous life it is instead wrapped in ethereal chains.

This is because the image of a ghost is controlled by its own mental state and the way it is transfixed by death or regret will manifest in the image it takes.

It is possible for ghosts to be completely free of regret or transfixed by its death, but it would mean that the only thing tying it to the material plane is the ghost’s own willpower, which makes the its bond to the material plane weaker than the other two types of ghosts.

A ghost uses all the base creature’s statistics and special abilities except as noted here.

Size and Type

The creature’s type changes to undead. He does not require air, food, drink or sleep. Size is unchanged.

Hit Points and Hit Dice

The creatures hit points and Hit Die remain unchanged


Ghosts have a walking speed of 0 and a fly speed of 40 feet

Armor Class

The creature’s armor class doesn’t change but it applies only to ethereal encounters. When the ghost enters the material plane its armor class becomes 10 + its Dexterity modifier + any magical protections.

Ability Scores

These remain the same as the creature had in life.

The ghost gains the following special traits:

Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical weapons [Note that a ghost on the ethereal plane cannot be hit by physical weapons if the attacker is on the material plane. If the ghost is also on the material plane it can be hit only by magical weapons.]

Damage Immunities: cold, necrotic, poison

Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses: darkvision 60ft., his passive Perception remains as it had in life

Languages any languages it knew in life

Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. [Note that the ghost uses this movement when on the Material Plane. When on the Ethereal Plane he is visible but utterly silent to someone on the Material Plane, and solid objects on the Material Plane don’t hamper the movement of the ghost in the Ethereal. ]


A ghost retains all the attacks of the base creature, although those relying on physical contact do not effect creatures that are not ethereal except as described below.

The ghost gains the following actions:

Withering Touch, Etherealness, Horrifying Visage and Possession (Recharge 6) as described in the ghost listing in the 5E Monster Manual. [Note that a ghost must use the etherealness action to move from the Material Plane to the Ethereal Plane, or from the Ethereal Plane to the Material Plane. ]


When a spellcasting ghost is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost is on the material plan, its spells can affect ethereal targets and can also affect targets on the material plane normally unless the spells rely on touch. A ghost’s touch spells don’t work on nonethereal targets.

Ghostly Equipment

When a ghost forms, all its equipment and carried items usually become ethereal along with it. The equipment works normally on the Ethereal Plane but passes harmlessly through material objects or creatures. A magical weapon however can harm material creatures when the ghost is on the material plane.

The original material items remain behind, just as the ghost’s physical remains do. If another creature seizes the original, the ghostly copy fades away. This loss invariably angers the ghost, who stops at nothing to return the item to its original resting place.

6 responses to “D&D 5e – House Rules for Creating a Ghost

  1. Miztres September 28, 2015 at 2:35 am

    That was seriously quick! From me asking last week to a full fledged template. Thank you very much for your passion for the game and dedication to the his blog.

  2. Anonymous October 5, 2015 at 3:25 pm

    greetings, awesome idea for halloween games. just a quick note, it appears to exist 2 fields talking about armor class, but the first one has more text.

  3. fimbrethel October 12, 2015 at 10:57 am

    This is exactly what I was looking for! Would applying the ghost template affect the CR level?

    • Ronny October 12, 2015 at 12:56 pm

      I knew someone would ask about CR levels and experience points. Of course it will be effected but I didn’t work t out. My initial thought is to use the CR of the official ghost that is in the Monster Manual if the CR of the original creature is less than that (unless the creature has an INT score so low that it can’t effectively use the ghost’s attacks). If the original creature CR is higher than a “standard” ghost, start with the standard ghost CR and add to it based only on non-physical or magical attack capabilities. Apply the guidelines that are in the Dungeon Master’s Guide.

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