Awakened Undead
Ability Score Increase +1 Con
Size Medium
Speed
Dead Immortality. You do not age. Given time, the necromantic energies that sustain you will heal most wounds you take at approximately the same rate as a mortal, and your hit dice function as normal.
Past Life. Choose another living race besides this one. Before your death, you were a member of this race and appear as an undead version of it. Your size, height, and movement speed are the same as a typical member of that race. You do not retain special movement speeds from this race (such as swimming or flying), and, though you may choose to have formerly been a member of a subrace of a particular race, you derive no benefits from doing so.
Languages. You can speak, read, and write Common and one language available to the race you chose for your Past Life.
Undead. Raised from the dead as a being of undeath, you count as an undead creature for all spells and abilities that affect the undead. You are immune to disease and treat exhaustion as if it was one level less. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surround ings and notice approaching enemies and other events as normal.
Darkvision. Through the necromantic energy animating you, you are able to perceive with greater clarity that which lurks in the darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in dark ness, only shades of gray.
A MATTER OF LIFE AND DEATH. Death doesn't have to be the end for a player character - an interested DM may allow a dead character to rise from their grave as one of the awakened undead, replacing the character's race and subrace features with those listed here.
Conversely, an awakened undead character can wish to regain their mortal life. This may only be achieved through the use of the true resurrection spell and, again, DM permission. A character re turning to their mortal life replaces their awaken ed undead race and subrace with what they chose for their Past Life feature, loses all features and abilities associated with being an awakened un dead and instead gains abilities typical for a member of their new race.
Subraces
Ghost
Lingering souls of the dead and departed, ghosts are raised as servants by potent necromancers or hold onto the world themselves when there is unfinished business they have yet to accomplish. Adventurous ghosts such as yourself typically either escape the masters that raised them or have something unresolved from their days amongst the living that requires they journey far and wide. If a ghost is charged with unfinished business it can take many forms, from protecting a loved one to keeping a particular item safe to simple revenge. Ghosts are spectral and luminous, but solid to the touch, and can interact with objects as mortals do. All ghosts carry obvious and sometimes twisted marks of what caused their death, which are often quite disturbing to all but the most jaded mortals.
- Ability Score Increase. Your Charisma or Wisdom score increases by 2.
- Bloodless. You are immune to poison damage and the poisoned condition.
- Flight. You gain a fly speed equal to half your land speed, rounded up to the nearest 5 feet.
- Withering Touch. Your unarmed strike deals necrotic damage, as well as additional damage equal to your Constitution modifier.
- Incorporeal Stride. You can move through other creatures and objects other than physical barriers (such as walls or ceilings) as if they were difficult terrain. Once per short rest, you may pass through up to 10 feet of physical barri ers (treating them as difficult terrain) as a part of your movement. You take 1d10 force damage if you end your turn inside an object or barrier, and are immediately ejected to the closest available space if within a barrier.
Revenant
When a brutal murder or an atrocious crime slays an innocent soul endowed with sufficient willpower, there are rare occasions where the victim refuses to stand by and stay dead. You were created not at the whim of a mortal spell caster. Rather, when you were slain either a god of death, vengeance, or justice, or you yourself, took enough umbrage at the death to raise you from the grave, typically at least a full day (though sometimes up to centuries, if the revenge is still relevant) after your death occurred. Born again out of an undying thirst for vengeance, you will not rest until the wrongs surrounding your death have been righted. Though you superficially appear similar to a zombie, complete with tattered flesh and scattered decay, your eyes gleam with an intelligent intent, a burning passionate fury that will lay low all in your way.
- Ability Score Increase. Your Charisma or Strength score increases by 2.
- Eternal Vengeance. You know at all times the general direction of and relative distance to a creature of the DM's choosing against whom you seek revenge for your death, even if the creature and you are on different planes of existence. Should this creature die by your hand or that of another, you instantly know, and your DM chooses another creature also responsible for your death for this feature to apply to, should such a creature exist.
- Poison Resilience. You have advantage on saving throws against poison, and you have re sistance against poison damage.
- Unnatural Vitality. When you drop to 0 hit points, you may choose to stay conscious instead of falling unconscious. If you do, you gain tempo rary hit points equal to your total character level. In this state, you may take an action or bonus action on your turn, but not both, and you make death saving throws at the end of your turn as usual. You can remain in this state until you fail your first death saving throw (at which point you fall unconscious and continue making death saving throws until you stabilize or regain additional hit points) or die outright to massive damage. You can't use this feature again until you finish a long rest.
Skeleton
An animated figure made of dry bones devoid of flesh and muscle, you were likely raised by a nec romantic caster or dark, supernatural curse as a simple minion, completely without will and self knowledge. Something changed, however; per haps your master was slain, the land cleansed, or you merely awoke one day to fragmented memories of your previous life. Whatever the case, possessed of a fragmented sense of self and newfound purpose, you struck out into the wider world to find a new destiny.
- Ability Score Increase. Your Dexterity or Intelligence score increases by 2.
- Bloodless. You are immune to poison damage and the poisoned condition.
- Bone Pile. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. If you do, you reduce yourself to a pile of bones, render yourself prone, and are considered to be under a similar effect to the feign death spell. While subject to this condition, you are unable to move or take actions other than using an action to end this effect. You can't use this feature again until you finish a long rest.
- Bone To Pick. Whenever both of your hands are free (not including equipped shields), you may choose to use a free hand and a bonus action to remove one of your hands or arms. If you remove an arm, it counts as a weapon with the finesse property that deals 1d6 bludgeoning damage, and you have proficiency with your arm while you wield it. If you remove a hand, it counts as thieves' tools or a similar set of simple tools while you hold it. In either case, removed hands and arms may be re-attached by using another bonus action.