"The Pale" Origin Ethnicity in Ardunor | World Anvil
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"The Pale" Origin

Not an actual ancestry, but the modifications you’ve made to your body have utterly changed you from whatever ancestry you used to call your own. You have begun to embrace undeath, though not fully giving in yet. One or more of your limbs has been fully replaced with an undead prosthetic, and your body is at least partially mummified, though you are not yet undead.   Your skin is unusually pale, and often appears desiccated and dry. Unless you disguise your graft in some way, most commoners will view you with disgust, and many mages will look down at you with contempt. There are only a few places in Ardunor that tolerate Necromancy, and even those places have a tough time accepting something as unnatural as this.  

Traits of "The Pale"

In in place of the traits of your base ancestry, you instead gain these traits.  

Ability Score Increase

You gain a +2 to Strength and a +1 to Constitution.  

Necrotic Resistance

You are resistant to necrotic damage. Additionally, once per day, when you take necrotic damage, you may choose to instead be healed the amount you would have been damaged for (which still means half damage, due to the resistance). Once you perform this ability you must take a long rest in order to do so again.  

Undead Graft

One of your limbs has been replaced by an undead prosthetic. Either it is entirely bone, or bone with some preserved flesh stitched in place. You can use the graft to deliver a horrible touch attack. Choose an effect below. Once chosen this is always the effect delivered by your undead graft. Once you use this ability, you must complete a long rest to use it again. Some of the effects reference a DC. The DC for these saving throws equals 8 + your Constitution modifier + your proficiency bonus.  

Weakening Touch

You grasp a foe with your graft and they must make a Fortitude saving throw. On a failure, they act as if they were under the effects of three levels of exhaustion until the end of your next turn. If the target already has any levels of exhaustion, this does not add to them. (For reference, at three levels of exhaustion, they suffer disadvantage on attack rolls, saving throws, and ability checks, and their speed is halved).  

Paralyzing Grasp

When you touch a foe with your graft, they must make a Fortitude saving throw. On a failure they suffer the effects of the Hold Person spell.  

Destructive Touch

Make a melee weapon attack with your graft. On a success you deal 3d8 + your Constitution modifier necrotic damage.  

Draining Grasp

Make a melee weapon attack with your graft. On a success you deal 3d4 necrotic damage, and you regain hit points equal to half the amount of necrotic damage you dealt.

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