Homebrew Awakened Revenant (Immortal Awakened Skeleton) Species Details

A pile of undead human bones far after the flesh has decayed... awakened by anomalous and aberrant magic that somehow has not worn off, even after multiple centuries. Effectively leaving it permanently awakened, with a free will, desire to experience the world, and a unique personality created by the player.

Where a normal awakened skeleton minion would only live for about 10-30 years, this particular one has been alive for centuries. Its master long dead, its friends or companions all long gone, and its mind freed to the world. It possesses a unique free will and a heart that yearns for adventure and to experience this world in a way it never has before. Its heart craves to see this world's wonders and the beauty stored within it, it has been centuries past when it was a simple hive minded beast controlled by a master and now, even though all inherent purpose has been lost, it seeks to find wonders, inspiration, and a new purpose in this world.

Using your indestructible body, resilient soul, undying will, and tendency to not stay crumbled for long... go out and seek adventure, a life of glory or a life of chaos. Make a name for yourself or remain nameless, your future is yours to choose no matter how long it takes... but... who knows how much time you truly have left. Rise as an Awakened Revenant!!!!!

(Have fun! This class took several days and many hours to make, it is my most complex homebrew project to date. I hope you enjoy it!!!)

Awakened Revenant (Immortal Awakened Skeleton) Traits

You have many traits that typical Awakened Skeleton's might have, but you are much stronger.

Undead Physiology

You are not alive but your soul is, giving you many advantages.

  • Your bones can not be damaged, only scattered. Your health is flavored as a magical aura that binds your bones together... magically. Like magical joins and invisible tendons where normal connective tissue would have been. Only your soul can be truly damaged, for more info see the next racial feature titled "Undying Soul"
  • Your bones yearn to be whole. When a limb is chopped off or knocked away it will magically and automatically float back and bind itself to the rest of your skeleton. Leaving you immune to death by decapitation, as well as making permanent dismemberment impossible. However, on a vorpal sword or likewise magic item, you still take the extra damage instead of being decapitated like a creature with multiple heads would for balance purposes.
  • You are immune to poison damage and the poisoned condition, as well as any status effects or damage types that do not affect your bones. Like 99.999% of all diseases and rot because your bones cannot break or wither.
  • You are "immortal" and can live as long as you decide, whether you are running against a clock to see the world or are immortal is up to your choice as the player. Canonically this race is immortal, but if you wish to be on a clock for your own story and racing against a clock to have one last adventure you totally can!
  • You do not need food or water and you do not need to breathe.
  • You do not need to sleep for function or healing (for reasons that will be stated in the next feature, called "Undying Soul") but you still need to rest to restore abilities, skills, and spell slots however. This will further explaining in the 4th feature called "Restless Soul"
  • You are considered both humanoid and undead
  • You are weak to affects that weaken undead, such as the bone chill cantrip.

Undying Soul

Your soul was brought back from the afterlife by anomalous, archaic, lost, and aberrant magic. Leaving your soul extremely powerful and sentient whereas other awakened skeletons are not. This comes with many special properties.

  • When your hp drops to 0, your bones scatter violently 15 feet in all directions and your soul floats above the spot where you were struck down as a glowing ethereal whiteish blue orb. (When you hit 0 hp your bones scatter out violently and comically, dealing 2d8+proficiency necrotic damage to all beings with heath within 15 feet.)
  • Your bones will combine the turn after next if you are left unharmed (unconscious-turn-revive), you will self revive with 1 hp and will not regenerate the other 3 health until the end of your turn. (see a later bullet point for your passive regeneration) After being revived this way you are fully functional but wobbly. Making you easily scattered and knocked down again. The turn you are either revived by a teammate or your own regeneration you can act as if it was a normal turn, attacking and doing super special spooky skeleton shenanigans.
  • You have advantage and +proficiency to death saving throws (i was not able to add proficiency to the chart, so remember your bonus for when the time comes), but every failure will grant you a semi permanent debuff unless you are imbued with magic from the weave or healed through external spellcasting. 1 failed death saving throw will give you disadvantage to everything except further death saving throws, and 2 failures will render you almost unable to move, reducing your speed to 5 feet and weakening you to all damage. 3 failed throws will extinguish your soul and you will die.
  • If you are knocked down multiple times before healing and fail your first and or second death saving throw multiple times, the debuffs do not stack.
  • Once you get to 2 failed death saving throws, if you have any resistance it is nullified. Immunity stays for the sake of logic.
  • If you roll a 1 on the d20, it counts as two failures. If you roll a 20, you instantly gain 1 hit point and wake up from unconsciousness. (As well as the other rules for death saving throws and any house rules your DM wants to use.)
  • Once you fail a death saving throw the debuff is PERMANENT until you are either healed through a spell, or absorb the magic inside a magic item. You cannot heal yourself with something like cure wounds to fix this, as you need the magic of outside sources to be repaired. (Someone else has to use cure wounds or another healing spell on you, or give a magic item for you to consume to fix this)
  • You passively regenerate 4 health per turn in and out of combat, as your soul generates its own magic energy. This magic is used to bind your bones together and what your health is flavored as. You do not regenerate immediately after you hit 0 hit points, you will stayed downed until the turn after, where you will re-combine with 1 hp, then regen the extra 3 hp by the end of your turn. (The hp regen does not increase ever.)
  • Overkill rules for death saving throws still apply.
  • You are technically immune to being unconscious, and still can see and are conscious while making death saving throws. However you cannot move or do anything until you recombine.

NOW IVE GOT A BONE TO PICK WITH YOU

You can control your magical aura that binds your bones together, letting you take off limbs (while being fully functional and with no side effects except maybe some vertigo) you can do goofy things like take off your head and use it as a bowling ball, take out 2 small ribs and call yourself Marilyn Manson, use your own leg as a golfing club, and other stuff for humerus (xD) effect.

Two special (and main) functions of this are:

1. Being able to throw your head in the air or a direction to see farther away, above trees, or further in a cave to see things with your darkvision. Can also be used to use your head as a flashlight or lamp, surging the magic in your eyes and lighting up the surrounding area similarly to the "Light" spell from a distance for your poor and racially inferior allies who dont have darkvision... like losers.

2. Detaching a limb to use as a weapon to whack people to death in the most comical and goofy fashion you can imagine.

Funny synergy: you can throw your limb at people within 30 feet to do a ranged attack, and recall it using your magic aura as a free action for a throwing build or emergency ranged attacks, PELVIS BOOMERANG... ATTACK!!!!

(Weapon will be in your chart in actions named "Welcome to the Bone CLUB (Str/Dex)". It deals 1d8+str or dex modifier bludgeoning damage, there are 2 which are labeled with strength and dex respectively, pick whichever you want.)

 

Restless Soul

You do not need to sleep, but you do need to rest to recover spell slots and other skills like everyone else.

You can take a long rest in 4 hours where you are not moving. You appear as a pile of bones and are detected as dead by all magical and non magical detection means, you are fully conscious and functional in this state but cannot move whatsoever until the 4 hours is up. (This trait is similar to the elven racial feature "Trance")

Even a natural 20 roll on a detect magic, investigation check, or anything of the sort will see you as dead while in this state.

Your soul goes for a lil hibernation nap cause it is eepy and neebies to zeepies.

Magic Eye Holes

Your eye holes (not the kinky kind) are filled with ethereal white and blue magic where your eyes would be if you weren't made of bones. (if you do not like the color you may change it, as the color has no bearing on the lore)

Your magic glowing face orbs give you 60 feet of Darkvision in darkness and magical darkness, but once you reach 50% or less hp you lose this until you are healed over that point as the magic is conserved elsewhere to hold you together.

Languages

You speak, write, and read Common, Abyssal, and the language your master spoke. (Your choice)

Free Soul

Your soul desires so much to remain free that you can resist being controlled where any other would falter.

You have advantage on saving throws or saves made against effects to turn undead or control you.

Inherited Likeness

Your master, or a companion you grew very close to had something they were very passionate about or something that rubbed off on you, such as a unique personality, lifestyle, ambition, drive, mannerism, trade, or class. You practiced for many decades off and on, acquiring the skills either actively or passively through habit and honed the skill either by passage of time or by active effort to hold onto something to remember them. Either a trait of the companion who stood by your side no matter what, or traits about your master you found honorable, powerful, or menacing. (or any other reason not stated here, be creative!!!)

There are 12 choices each gives a special bonus and all are equally balanced in their own right. All are listed below in the description and you can see them when you open the options list.

  • Adventurous Soul
  • Arcane Soul
  • Armored Soul
  • Artisanal Soul
  • Brutal Soul
  • Diligent Soul
  • Harmonious Soul
  • Monastic Soul
  • Peaceful Soul
  • Shadow Soul
  • Warborn Soul
  • Zealous Soul

Previous Versions

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