Homebrew Those Who Remain Species Details
Death isn't always the end, for some, it can be a new beginning. Whether brought back by some higher power, fueled by vengeance, or some other reason entirely, these people remain, walking the world in undeath.
Whilst the mind goes on in undeath, the body continues to die, decomposing, decaying, and falling apart. Some rot into shambling zombies, some further into skeletons, and others become something else entirely.
Whilst being more persistent in their existence upon the world than the living, they are not invincible. Their undeath can be cut short by powers beyond their control, through the very powers that allowed them to remain, people who seek to purge their kind, or another force that has the power to do so, and many fall to overconfidence.
All those who remain have a purpose that they seek to fulfill, knowingly or otherwise, and once it is fulfilled, they will finally pass on. They may also pass on if they are no longer deemed necessary for the purpose, or if they prove to be incapable of the tasks before them. But, until that time, they will remain.
Those Who Remain Traits
Your undead nature grants you many benefits, but it also has its costs, and your decaying body will often hold you back. You need to know your strengths well.Ancestral Legacy
If you replace a race with this one, you can keep the following elements of that race: any physical characteristics (such as size and weight), any skill proficiencies or languages you gained from it, and any walking, climbing, flying, or swimming speed you gained from it. Other racial abilities (such as damage resistances, natural weapons, and spellcasting) may be retained with DM discretion.
- If you chose this race at character creation, choose another non-construct, non-undead race. Treat that race as if it was replaced with this one.
Ability Score Increase
Those Who Remain gain +2 constitution.
Undead Nature
You are resistant to poison and necrotic damage but are vulnerable to radiant damage. You cannot be poisoned and are immune to disease. You don't require air, food, drink, or sleep. You are undead, spells and abilities that have no effect undead don't affect you.
Rest of the Dead
When you take a long rest, rather than sleeping, you instead spend the time in a motionless and inactive state. In this state, you appear inert, but are not unconscious, and can see and hear as normal. If you would be put to sleep, you are paralyzed for the duration instead, but still drop whatever you're holding.
Undead Fortitude
Your resilience as one who remains gives you advantages on death saving throws and Constitution saving throws against exhaustion. Whenever you would be healed by a spell or ability that does not affect undead, you gain temporary hit points equal to the amount that you would have healed rather than healing.
Constructed Body
There are other ways by which one might remain, some persist in mechanical bodies constructed for the specific purpose of keeping them rooted in this world. They have many similarities to their undead counterparts, though the differences between constructs and undead create some variance in how they interact with the world.
Constructed Nature
You are resistant to poison and psychic damage but are vulnerable to lightning damage. You cannot be poisoned and are immune to disease. You don't require air, food, drink, or sleep. You are a construct, spells and abilities that have no effect constructs don't affect you. This replaces the Undead Nature trait.
Rest of the Mechanical
When you take a long rest, rather than sleeping, you instead spend the time in a motionless and inactive state. In this state, you appear inert, but are not unconscious, and can see and hear as normal. If you would be put to sleep, you are paralyzed for the duration instead, but still drop whatever you're holding.
Constructed Fortitude
Your resilience as one who remains gives you advantages on death saving throws and Constitution saving throws against exhaustion. Whenever you would be healed by a spell or ability that does not affect constructs, you gain temporary hit points equal to the amount that you would have healed rather than healing. This replaces the Undead Fortitude trait.
Previous Versions
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7/13/2023 8:12:57 PM
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74
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27
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0 (First Draft)
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Coming Soon
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