Many scholars and sages have speculated that death is just another step on our never-ending journey on this mortal coil. Being from the Feywild you would have a decent knowledge about: The Weave, being the lifeline that connects us all together through celestial magiks and the Shadow Weave, being the inverted net of dark and destructive magiks.
Upon your death you find your mind returned, not long after, to your flesh but without a soul, in the the exact location of where your body perished. (Discuss with your DM how this has occured - whether you are fully conscious as to how and why or maybe you have returned to your body without knowing why).
(This background works well for a Wizard - Necromancer build)
- Skill Proficiencies: History, plus your choice of one from among Arcana, Nature, and Religion.
- Tool Proficiencies: None.
- Languages: Choice of two.
- Equipment: The clothes you died in (could be common clothing or robes of a faction - Armor is not included), a writing kit (small pouch with a quill, a bottle of ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10gp.
| d6 | Immortality |
|---|---|
| 1 | I made a deal with a Devil |
| 2 | I received it as a blessing for my service to my Deity |
| 3 | I made a wish on a magic genie lamp |
| 4 | I was turned into a Vampire |
| 5 | I dabbled in necromancy and attached my soul to a indestructible object |
| 6 | I spent too much time in the astral plane which caused my body to freeze in time |
Due to your immortal nature, you require much less sleep than your typical mortal counterparts. Akin to the long lived Elves you enter a deep trance, remaining semiconscious for 4 hours a day. While in this trance, you can dream after a fashion as you reconnect yourself daily to the source of the immortal energies which gave rise to you. Such dreams are actually mental exercises that have become reflective through years of practice, while rendering you immune to magical sleep and charm effects. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Spell List
Due to your mind and consciousness being forced back into your mortal being you have gained the ability to learn one of the following Necromancy cantrips: Chill Touch, Sapping Sting, Spare the Dying or Toll the Dead.
| Spell Level | Spells |
|---|---|
| Cantrip | chill touch, sapping sting, spare the dying, toll the dead |
Chill Touch: You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Sapping Sting: You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Spare the Dying: You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Toll the Dead: You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Suggested Characteristics
There is no one right way to be immortal and not everyone receives immortality the same way and therefore there is no real suggested way to play a Feyrisen/One of Undeath other than to mold it around how you gained your immortality.
| d6 | Personality Trait |
|---|---|
| 1 | There's nothing I like more than a good mystery. |
| 2 | I often disregard time because it has no meaning to me |
| 3 | I have trouble finding people to care about, they all die so fast |
| 4 | I look down on people because they don't have forever like me |
| 5 | I am horribly, horribly awkward in social situations. |
| 6 | I will do everything I can to help people when I can |
| d6 | Ideal |
|---|---|
| 1 | Knowledge. The path to power and self-improvement is through knowledge. (Neutral) |
| 2 | Selfless. My immortality was given so I can help those who need it (Good) |
| 3 | Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization (Lawful) |
| 4 | No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic) |
| 5 | Greed. I have immortality but it's not enough (Evil) |
| 6 | Self-Improvement. The goal of a life of study is the betterment of oneself. (Any) |
| d6 | Bond |
|---|---|
| 1 | I am ashamed of how I gained my immortality and no one must find out how it happened. |
| 2 | I must keep my immortality a secret to the best of my ability |
| 3 | I have an ancient text that holds terrible secrets that must not fall into the wrong hands. |
| 4 | My life's work is a series of tomes related to a specific field of lore. |
| 5 | I have trouble trusting people |
| 6 | I sold my soul for knowledge. I hope to do great deeds and win it back. |
| d4 | Flaw |
|---|---|
| 1 | Unlocking an ancient mystery is worth the price of a civilization. |
| 2 | I have a tendency to steal, what are they going to do lock me up? I have eternity |
| 3 | I speak without really thinking through my words, invariably insulting others. |
| 4 | I get bored easily |
Many scholars and sages have speculated that death is just another step on our never-ending journey on this mortal coil. Being from outside the reaches of The Weave/Shadow Weave, you are unsure about how or why you ended up returning to your mortal engine.
Upon your death you find your mind returned, not long after, to your flesh but without a soul, in the the exact location of where your body perished. (Discuss with your DM how this has occured - whether you are fully conscious as to how and why or maybe you have returned to your body without knowing why). You also gain knowledge of some Necromantic Magiks.
Only use this feature in a situation where you have just recently gained your immortality and have not lived for an extended period of time. When you attempt to learn or recall a piece of lore, if you do not know that information, when you roll you gain advantage, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Comments