Fetch - Half Ghost Alternate Race
Fetch, Undead
STR DEX CON INT WIS CHA -1 +1 -2 - - +2
Racial Traits
Brave: A fetch has advantage against being Frightened.
Touch of Undeath: You are undead for the purposes of spells and abilities that target undead.
Unnerving Aura: Mundane animals will not willingly remain in the presence of a fetch unless the character success a Handle Animals check against the animals Intelligence+5. In addition, unless the fetch succeeds a Charisma check against the target's Wisdom, they have disadvantage on Persuasion checks against the person. Conversely, if a target creature fails a Wisdom check with a DC 10 + the fetch's Charisma modifier, the fetch has advantage on Intimidation against the creature. Each of these affects resets upon completion of a long rest.
Ghost Form: A fetch can abandon their physical body to a comatose state and assume an ethereal ghostly form. While ethereal, the fetch cannot use any items or equipment that a standard ghost cannot interact with. However, they can use any spells or spell-like abilities they possess and can communicate normally. In addition, they can spend an action to become invisible, gain the cantrip Chill Touch with range reduced to melee, can attempt Possess a creature, and gain Incorpereal Movement (Ghsot Form). While in ghost form, you no longer take damage, and your AC becomes 18, but a successful attack (a ranged weapon attack, enchanted melee attack, or magical attack that hits) stuns you for 1d6 rounds. This ability can be used a number of times per day equal to the character's Charisma modifier, with a minimum of 1 and a maximum of 5. This ability can be used at-will, or triggers automatically (if a use remains) when the character reaches 0 hit points. When in ghost form, your physical body is still vulnerable to attack. While in ghost form, your body is stable but remains at the same health as when you were downed, and the normal death penalty for negative health still applies. When you return to your body, you gain 1 HP for every minute spent in ghost form. If your health is still below 0, you start rolling death saving throws as normal.
Possession: Usable once per creature per day. A creature can willingly fail this contest. On success, the fetch possesses the creature for one round. Every subsequent round, the creature can attempt to fight the possession and initiate another Wisdom contest, with an additional +1 to the creatures roll for every attempted contest. If the creature wins, they take their turn as normal, as the fetch is Stunned for 1d6 rounds as they're violently ejected from the host's mind.
Incorpereal Movement: The fetch can move through other creatures and Objects as if they were difficult terrain. You also gain a flying speed of 30 ft. Ending your turn in an object deals 5 (1d10) force damage, or is stunned for 1d6 rounds if in ghost form. Ending your turn in the air causes you to fall. This ability is standard movement in ghost form. When not in ghost form, this ability can be used a number of times per long rest equal to your Charisma modifier (min. 1).
Fetch are the rarest form of the half-undead family, as the blending of the corpereal and ethereal is a logistic nightmare. A fetch, when born, is always the result of some kind of magical interference - perhaps a divine enitity allowing a loyal follower to parent the child of a dead lover, or a botched True Ressurection spell that was only half successful. A fetch superficially resembles their living species, but gains none of the benefits typically associated with them. A fetch is also paler and appears more physically frail or sickly in comparison, often having a whitish blue tint to their lips and the tips of their extremities as a mark of their partially undead nature. They also tend to be beautiful in a sad and haunting sort of way. They easily pass themselves off as being merely sickly and can often live unobstructed in society, though some find themselves outcast if their true nature becomes known.