Homebrew Cursed Pin Species Details
A Cursed Pin is a prison for a soul, both lifeless and deathless. the pin contains a personality (not necessarily a soul) that permeates and fills a vessel allowing the use of innate abilities patched on to the vessel. born from blasphemous sciences or unholy rituals cursed pins are few and far between usually operating similar to that of animated armor, but acting as a jail for an entity or entities that need to serve a purpose, yet also aren't given free reign.
Cursed Pin Traits
become a patchwork being need a breath weapon? take a throat. Need darkvision? take some eyes.Ability score increase
you're moving a body that's not your own you know not the limits of your flesh.
Patchwork: botched job
once per day you can take an innate racial ability from a fresh corpse by taking the associated body part succeeding a medicine check +1 DC 10, upon success you have that racial ability for 1 week. when the week ends the body part dissolved and you're left with your previous bodypart. number of bodyparts increase to 2 at level 6 and 3 at 12
Bound Object
when creating a character choose an NPC or other character to bind yourself to. being bound to this character will grant you the ability to be revived from death at no cost by this character by implanting the cursed pin into another corpse bringing you back at 1 HP once per long rest. this feature is optional and if chosen it will be the only possible method of revival if your bound partner dies there will be no possible way to revive you after your next death.
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. 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 surroundings and notice approaching enemies and other events as normal. 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.
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