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Undead

Undead are beings who have returned from death, sustained by necromantic magic, cursed existence, or sheer force of will. Though commonly feared or reviled, not all undead are mindless husks or evil monstrosities. Some retain their intelligence, personality, and memories, forming a distinct race of death-touched individuals who walk the line between life and oblivion.   Undead appearances vary widely based on their method of reanimation. Some resemble pallid or skeletal versions of their living selves, with sunken features, exposed bone, or faded flesh. Others appear nearly alive, preserved by magic, embalming, or supernatural stasis. Their eyes often glow faintly with eerie light—blue, green, violet, or red—hinting at the soul that still lingers within.   Though physically they do not age or require sustenance, Undead often wear clothing or armor that reflects their former culture or role in life. Many shroud themselves in cloaks, robes, or ceremonial garb, both to protect their fragile forms and to reclaim their identity in a world that may see them as abominations.   Undead are immune to disease, poison, and fatigue. They no longer breathe, bleed, or heal naturally, instead requiring dark rituals, necrotic energy, or the assistance of grave-born magic to restore their bodies. Despite these differences, they can form close bonds with the living and often have unique perspectives on mortality, loyalty, and the meaning of existence.   Undead communities are rare and secretive, often formed in hidden crypts, cursed ruins, or sanctuaries run by death-priests, lichlords, or sympathetic arcanists. Within these enclaves, Undead foster their own cultures—built around remembrance, honor, and a strict code of survival and mutual respect.   Not all Undead serve dark masters. Some rise with a purpose—avengers of betrayal, guardians of sacred sites, or seekers of forgotten knowledge. Others are cursed wanderers searching for redemption or peace. Regardless of their origin, Undead are resilient, tireless, and wise beyond mortal lifespans.   To meet an Undead is to witness a soul that has defied the grave—not by chance, but by unyielding will.

Features

Darkvision: 9 meters

Poison bite: When you would bite a creature you may roll your favorite stat against the enemy constitution. If they fail they are now positioned for the next 1d6 hours.

Pact Tactics: While within melee range of an ally, they gain your proficiency bonus to that creature's attack and when a enemy would attack a ally within melee range, you can add your proficiency bonus to their damage threshold.

Unhunger: You do not need to eat.

Mandatory features

Church Cursed: You may not enter a church or be healed by holy items. If you enter a church you take a moderate wound for each round you're in the church, and when you come in contact with holy water you take 1 minor wound. Other holy items may harm you, and this is decided by your DM.
Base hitpoint 4

Attributes

-1 STR, 0 AGI, 0 DEX, 0 REF, 0 INT,
0 WIS, 0 FAI, +2 CON, -1 CHA

Lifespan: Varies, potentially immortal unless destroyed.
Height: Varies greatly, from 4 to 6 feet or more.
Size: Medium

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