Racial traits: 1) Ability score. -2 Constitution, -2 Dexterity 2) Age. Due to mixture of necromantic and divine energies who ties souls to their former bodies these creatures are technically immortal. 3) Alignment. Typically Lawful Good. Only evil individual of this race appears though magical alignment changes. 4) Size. Medium size. Size variations are identical to human size variations. 5) Speed. Same as in humans. 6) Language. You can speak, read, and write Common and Celestial, however, speaking will cause you pain. 7) Deadlight Immortality. When your physical body get destroyed, then your soul raise up as a divine spirit. While in this form you can not interact with the world around you, attack or be attacked, but you still can speak. After three days you can either return back to life or pass on to the afterlife. 8) First Contract. Gain a special ability based on your alignment. After you use this ability it can not be used against until you complete a short or a long rest. * Good - target any living or undead creature (can not be used on machines and elementals) you can see and heal that target for (your level + your highest ability score + your lowest ability score) health. Lose health equal to 50% (rounded down) of healing you have done through this ability. This ability can not reduce your health bellow 1 health. Counts as a spell. * Neutral - Increase your lowest ability score by (1 + 0.5 your level; rounded down) for one hour. If tied, then you chose which ability score to improve. * Evil - target any living or undead creature (can not be used on machines and elementals) you can see and deal (2 x (your level + your highest ability score)) radiant damage to that target. Lose health equal to 50% (rounded down) of damage you have done through this ability. This ability can not reduce any affected target bellow 1 health. Counts as a spell. 9) Second contract. Gain a special ability based on your alignment. After you use this ability it can not be used against until you complete a long rest. * Lawful - after praying for 1 minute grow divine wings giving your ability to fly (at your normal running speed) and increase your highest ability score by (0.5 your level; rounded up) for 1 hour. * Neutral - you can cast "Spirit Guardians" as 3rd level spell, but it doesn't take up a spell slot. * Chaotic - sacrifice (your level + you highest ability score) points of your life to boost your next attack. Your next melee attack, range attack or single-target spell will cause bonus damage to your target equal to sacrificed health (if it hits). This ability can reduce your health bellow 1.
Short Backstory. A necromancer took over a castle and turned everyone within the castle into undeads. Spirits of the inhabitants made a deal with the god of the dead to return back to the world of the living in order to ask anyone to avenge them, but they arrived too late as somebody already killed the necromancer, so instead those spirits decided to return to their former bodies who were still animated due to lingering necromantic magic. Necromantic magic within their former bodies mixed up with divine energy which was given to spirits by the god of the dead and formed a powerful link between bones of their former bodies and their spiritual bodies creating a tether outside of life and death. These new sentient undead turned to worship both god of the light and god of the dead, they elected their own king and try to coexists peacefully with mortal races.
I would say that you should have an increase to there ability score, such as an increase to strength. Does using First contact take an action, bonus action, or reaction? I would guess it would be an action, but it is never specified. Other than those slight changes I would make, this seems like a good race. Nice job on the figurine, looks nice.
I would say that you should have an increase to there ability score, such as an increase to strength. Does using First contact take an action, bonus action, or reaction? I would guess it would be an action, but it is never specified. Other than those slight changes I would make, this seems like a good race. Nice job on the figurine, looks nice.
Well, active abilities are quite strong, so having bonus scores might be an overkill. Imagine having 18 Strength early with no equipment, adding additional 2 Strength and then hitting for guaranteed ~46 damage with absolutely no items. Yes, those abilities are actions.
Not only is First Contract extremely overpowered, Second Contract alone is better than most racial features.
For First Contract, the ability to deal 34 damage a level 1 is far, far too powerful. Same thing for the healing, with this you no longer need a cleric. At level 20, the neutral ability allows you to increase your ability score by 11 whole points, basically giving you a +5 or +6 bonus to that ability and completely defeating the feeblemind spell.
For Second Contract, lawful allows you for free an ability that's usually an important class feature, as well as giving a 20th level character the ability to get an ability score of 30 or above for 1 whole hour. Neutral, compared to this, is absolutely terrible at level 20, but is practically godlike at level 1. The chaotic gives you at least +40 damage at level 20, is very broken, but not quite as broken as +17 damage at level one, which would knock the player unconscious if not kill them outright.
One last thing: While this isn't as important as the rest of my post, no races have reductions to ability scores in 5e.
Race name: Deadlight Undead
Racial traits:

1) Ability score. -2 Constitution, -2 Dexterity
2) Age. Due to mixture of necromantic and divine energies who ties souls to their former bodies these creatures are technically immortal.
3) Alignment. Typically Lawful Good. Only evil individual of this race appears though magical alignment changes.
4) Size. Medium size. Size variations are identical to human size variations.
5) Speed. Same as in humans.
6) Language. You can speak, read, and write Common and Celestial, however, speaking will cause you pain.
7) Deadlight Immortality. When your physical body get destroyed, then your soul raise up as a divine spirit. While in this form you can not interact with the world around you, attack or be attacked, but you still can speak. After three days you can either return back to life or pass on to the afterlife.
8) First Contract. Gain a special ability based on your alignment. After you use this ability it can not be used against until you complete a short or a long rest.
* Good - target any living or undead creature (can not be used on machines and elementals) you can see and heal that target for (your level + your highest ability score + your lowest ability score) health. Lose health equal to 50% (rounded down) of healing you have done through this ability. This ability can not reduce your health bellow 1 health. Counts as a spell.
* Neutral - Increase your lowest ability score by (1 + 0.5 your level; rounded down) for one hour. If tied, then you chose which ability score to improve.
* Evil - target any living or undead creature (can not be used on machines and elementals) you can see and deal (2 x (your level + your highest ability score)) radiant damage to that target. Lose health equal to 50% (rounded down) of damage you have done through this ability. This ability can not reduce any affected target bellow 1 health. Counts as a spell.
9) Second contract. Gain a special ability based on your alignment. After you use this ability it can not be used against until you complete a long rest.
* Lawful - after praying for 1 minute grow divine wings giving your ability to fly (at your normal running speed) and increase your highest ability score by (0.5 your level; rounded up) for 1 hour.
* Neutral - you can cast "Spirit Guardians" as 3rd level spell, but it doesn't take up a spell slot.
* Chaotic - sacrifice (your level + you highest ability score) points of your life to boost your next attack. Your next melee attack, range attack or single-target spell will cause bonus damage to your target equal to sacrificed health (if it hits). This ability can reduce your health bellow 1.
Short Backstory.
A necromancer took over a castle and turned everyone within the castle into undeads. Spirits of the inhabitants made a deal with the god of the dead to return back to the world of the living in order to ask anyone to avenge them, but they arrived too late as somebody already killed the necromancer, so instead those spirits decided to return to their former bodies who were still animated due to lingering necromantic magic.
Necromantic magic within their former bodies mixed up with divine energy which was given to spirits by the god of the dead and formed a powerful link between bones of their former bodies and their spiritual bodies creating a tether outside of life and death.
These new sentient undead turned to worship both god of the light and god of the dead, they elected their own king and try to coexists peacefully with mortal races.
I would say that you should have an increase to there ability score, such as an increase to strength. Does using First contact take an action, bonus action, or reaction? I would guess it would be an action, but it is never specified. Other than those slight changes I would make, this seems like a good race. Nice job on the figurine, looks nice.
Well, active abilities are quite strong, so having bonus scores might be an overkill. Imagine having 18 Strength early with no equipment, adding additional 2 Strength and then hitting for guaranteed ~46 damage with absolutely no items.
Yes, those abilities are actions.
I see. Thanks for the clarification.
I think, it should have +3 Con for ability modifier, since he already dead and can take a lot of hit without feeling pain (no skin for pain receptor).
Not only is First Contract extremely overpowered, Second Contract alone is better than most racial features.
For First Contract, the ability to deal 34 damage a level 1 is far, far too powerful. Same thing for the healing, with this you no longer need a cleric. At level 20, the neutral ability allows you to increase your ability score by 11 whole points, basically giving you a +5 or +6 bonus to that ability and completely defeating the feeblemind spell.
For Second Contract, lawful allows you for free an ability that's usually an important class feature, as well as giving a 20th level character the ability to get an ability score of 30 or above for 1 whole hour. Neutral, compared to this, is absolutely terrible at level 20, but is practically godlike at level 1. The chaotic gives you at least +40 damage at level 20, is very broken, but not quite as broken as +17 damage at level one, which would knock the player unconscious if not kill them outright.
One last thing: While this isn't as important as the rest of my post, no races have reductions to ability scores in 5e.
There is no dawn after eternal night.
Homebrew: Magic items, Subclasses