You have truly embraced what it means to be an undead creature. You have fully mastered the way to use your undead nature to make things more interesting. (Must Be Considered an Undead Creature to use)
Trait: Dismembered
When you take damage greater than half your maximum hit points from a single source (e.g. taking 19+ damage if your max HP is 38), roll a d6 to determine the location of the trauma.
D6 Table – Dismemberment Effects:
- 1 – Torso Hit: You take the damage normally. No dismemberment.
- 2–3 – Arm Severed: One of your arms is dismembered. You cannot wield two-handed weapons or use two-weapon fighting until the limb is reattached.
- 4–5 – Leg Severed: One of your legs is dismembered. You fall prone. Getting up takes an action (not half movement). Your movement speed is reduced by ¾ (rounded down) until reattached.
- 6 – Head Removed: Your head is blasted off and lands 5 feet away. You have disadvantage on all attack rolls, ability checks, and saving throws until your head is reattached.
General Rules:
- Dismembered limbs remain animate and under your control. You always know the vague direction and distance to a lost limb.
- A dismembered arm can make weapon attacks with one-handed weapons, using your stats as normal.
- Reattaching a limb requires 1 action and being within 5 feet of it.
- You can voluntarily dismember a limb as a bonus action. When detached, it can act as if under the effects of Mage Hand combined with Creeping Touch flavor (same size, retains form, but no climbing on walls like a spider).
Trait: Stitched in Time
• When you use your action to reattach a limb, you can also regain hit points equal to your Constitution modifier + your proficiency bonus + 1d6.
•This healing can only be used twice per long rest.
Trait: Detached but Dangerous
- A severed arm can move up to 15 feet per round and make a single melee weapon attack (no multiattack) using your bonus action, so long as it wields a one-handed weapon.
- A severed leg can be used as an improvised weapon by allies (1d6 bludgeoning), just for fun/horror value.
Trait: Horrifying Constitution
•You gain advantage on Intimidation checks when visibly injured or dismembered.
•Once per long rest, when you are reduced to 0 HP and still have a severed limb, you can instead drop to 1 HP as your severed limb claws back to you and reconnects, snapping you out of unconsciousness.
Gravebound Senses
- While a limb is detached, you can choose to perceive through it as if using clairvoyance, though you are blinded/deafened to your own body while doing so.
- This sense can be switched on or off using a bonus action.
Trait: Death Refuses Me
• Once per long rest, when you die (fail death saves or suffer instant death), you rise at the start of your next turn with 1 HP and all your limbs detached.
•You must spend a full turn reattaching a limb to regain full functionality (e.g., movement, vision, etc.).
•Enemies who saw you “die” must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution mod) or be frightened until the end of their next turn
Gravetouched Surge
- When you’re dismembered by the Dismemberment trait, choose one of the following until the end of your next turn:
- Your severed arm emits necrotic energy: Add 1d6 necrotic damage to its next attack.
- Your leg pulses with unholy energy: You can move your full speed (despite the leg loss) once.
- Your head, when removed, screams with ghostly rage: Enemies within 10 feet must succeed on a Constitution saving throw or be deafened for 1 round.
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