Spiritfolk
Spirits dwell in all corners of the world, from lost souls mourning their own ends to natural spirits frolicking under the sky. At times, some spirits become aware of the mortal races out of fascination or jealousy, and in this awareness these spirits gain a sense of attachment to the mortal realm. Once this attachment is made, the spiritfolk fashions or inhabits a body and starts an existence to explore it.
Supernatural within the Mundane
As a spirit, a spiritfolk is a supernatural entity. When it took on a mortal form, it assumed one that was close to those who originally caught its attention. From a distance, a spiritfolk can appear as another humanoid race, but upon closer inspection something seems off to an onlooker. It could be a gleam in the eye, a subtle smell, or just the passage of air around it. For those who favor the spirit, these eccentricities are appealing, while in those who shun it, these qualities are unsettling.
When not hiding its appearance, the spiritfolk is clearly not an ordinary creature, and the composition of its form is readily apparent. As this revelation can lead to severe consequences for it, a spiritfolk is wary of dropping its disguise.
Attached and Defensive
Spiritfolk try to lead a normal life among mortals. The facets of their attachment drive them to such mundanity, and spiritfolk will go to lengths to maintain the illusion that they are normal folk.
The attachment depends on the particular spiritfolk. Some become attached to an individual through curiosity or love, while other attach to communities or ideals. Some spiritfolk also become attached to objects, and may feel compelled to follow that object should it be relocated from the spirit’s domain. Regardless of the source of the attachment, it is what causes the spirit to forsake its true existence to mingle amongst creatures of flesh and bone. In no case is the attachment an obsession: it is a catalyst to explore life anew.
The spiritfolk is aware of its true nature, even if it can’t recall everything, but the attachment is so strong that it will do what it feels it must to guard the secret of its nature. Common legends report spiritfolk who hold certain conditions for those around it to never forsake, such as not touching a certain object or broaching a certain subject, and when these conditions are broken, the spiritfolk surrenders its mortal shell and abandons its attachment, sometimes cursing the one who forsook it.
A New Lease on Life
When a spiritfolk adopts a body, it surrenders much of its spiritual existence and memory, creating a new identity of a sort. From the moment of this new “birth” it seeks to immerse itself in the attachment that spurned it to abandon its nature and cohabitate with mortals. The attachment gives the spiritfolk a sense of newfound wonder in exploring the world with a new perspective. It isn’t unusual for a spiritfolk to take up adventuring in further exploring an attachment or traveling with those with whom it has become attached.
Spiritfolk Names
Spiritfolk tend to take names that are common among the people it becomes attached to, but some prefer names after objects or concepts they adore. In some cases, a spiritfolk had a name before becoming a spirit and takes on that name again. In rare cases, a spiritfolk may use the name its spirit is known by, but this often results in its nature being uncovered, and forcing it to depart its attachment.
Spiritfolk Traits
Your spiritfolk character has several abilities inherent to its true nature as a spirit.
Ability Score Increase. Your Constitution score increases by 2.
Age. Spiritfolk led previous lives in the past. When they take on a form again, they abandon much of their past and lose access to many of their distant memories. While the age of your soul can be great, your body is likely new. You can expect your mortal form to endure for 150 years of normal wear and tear, your appearance aging as you feel fit.
Alignment. You are anathema to the order of the universe and tend to value freedom, but you also favor attachment, as attachment is what caused you to forsake your spirit nature and live among mortals. You can be selfish or altruistic, most likely suffering the same flaws from your previous existence, and possibly doomed to repeat the same misfortunes.
Creature Type. You are a fey with the spirit subtype.
Size. You adapt your form the people you choose to live among, you are Small or Medium (your choice).
Speed. Your base walking speed is 30 feet.
Assume Guise. As a bonus action, you can change your appearance to that of a humanoid race of your choice, which may include clothing, until you take a bonus action to change your appearance back to normal or are unconscious. You always assume the same form when you assume a guise. The guise is an illusory effect.
Reanimate. When you are reduced to 0 hit points, roll a d20. On a 20, you regain 1 hit point, otherwise you succeed on one death saving throw.
Spirit Nature. You don’t require air or sleep. You can enter a meditative state that appears like sleeping. In order to benefit from a long rest, you must enter this meditative state for at least 4 hours during that rest.
Languages. You can speak, read, and write Common and one languages of your choice.
Subrace. Depending on the matter a spiritfolk uses to create a physical body, it belongs to one of three subraces: the assembled, departed, and entwined.
The Assembled
Comprised of bits and baubles, the assembled are the most alien of the spiritfolk. The assembled’s body can be made of sand and sea shells, bits of metal or glass, cloth or paper, or specific crafted objects such as porcelain tea cups. Regardless of the material used, the assembled wraps the objects around a humanoid form where they fuse spiritually or physically into its form. The assembled often have an interest in collecting particular items, and may resort to the trades of battle or thievery in this pursuit.
Ability Score Increase. Your Strength score increases by 1.
Empty Form. You can move in liquid, such as water, and against a wind using your walking speed without impairment.
Hardened Shell. Your AC increases by 1.
The Departed
These spiritfolk inhabit the corpses of humanoids. When they assume a guise, they appear as the corpse did in life. These spirits were once living humanoids, and often, they inhabit their own corpses. As former humanoids, these spiritfolk frequently prefer to associate with humanoids and can lead normal lives until their true natures are discovered.
Ability Score Increase. Your Wisdom score increases by 1.
Death’s Gift. You are immune to disease and have advantage on saving throws against poison.
Second Life. When you assume a guise, your body becomes living again. Rot or infestations you had are suppressed until your return to your normal form.
Storied Past. You gain proficiency in one skill and one language or tool of your choice.
The Entwined
As woodland spirits, the entwined compose their forms out of leaves, vines, and other plant material. They tend to be close to nature and enjoy the company of beasts and plants. The entwined frequently adorn themselves with flowers or moss, often incorporating soil in their form to allow the plant to take root.
Ability Score Increase. Your Charisma score increases by 1.
One with Nature. Plants treat you as one of them. You ignore difficult terrain created by normal plants and have advantage on your saving throws against magical or psionic plants. Moreover, a plant creature won’t attack you unless you or an ally attacks it first.
Plant Nature. You have resistance to poison damage. In addition, you don’t need to eat on each day that you stay in the sun for at least 4 hours.