Homebrew Decaying magic walker Species Details
Decaying Magic Walkers are rare beings—souls violently pulled back into the world of the living by errant spells, unfinished rituals, or divine mistakes. Their resurrection was not a gift, but a cosmic mishap: magic cast without permanence, held together by will and decay. Unlike traditional undead, they retain consciousness and autonomy… but their existence is a ticking clock.
Once reborn, a Decaying Magic Walker begins to slowly unravel. The magic anchoring their soul is degrading, and with each passing session (representing significant time or story events), the arcane threads weaken. They cannot leave the Material Plane; doing so will immediately sever their connection, killing them instantly. Many spend their brief returned existence seeking resolution: to complete unfinished business, to anchor their spirit permanently—or to burn brightly before fading for good.
Decaying magic walker Traits
there are only the embers of life left inside you,Flickering Lifespan
Upon character creation, you begin with 10 Life Sparks—a countdown of the magic keeping you alive. Each full session in which you participate (as determined by the DM) consumes 1 Life Spark.
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When you reach 0 Life Sparks, your body disintegrates at the end of the session. Only a wish, true resurrection, or powerful DM-granted intervention can restore you again.
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Life Sparks do not reset. They are permanent and represent the totality of your temporary resurrection.
- Due to you already being dead, Necrotic damage has no effect.
Decaying Frame – Progressive Deterioration
| Session | Effect |
|---|---|
| 1 | Arcane Instability: Whenever you cast a spell, roll a d20. On a 1, the spell fails and you take force damage equal to the spell’s level × 2. |
| 2 | Withering Limbs: Your speed is reduced by 5 feet permanently. |
| 3 | Fading Mind: Disadvantage on saving throws against being charmed or frightened. |
| 4 | Burning Core: You gain vulnerability to radiant damage. |
| 5 | Ghost-Skin: You leave no shadow or reflection. You can’t benefit from healing spells unless the caster succeeds on a DC 12 Arcana check. |
| 6 | Drifting Soul: Once per long rest, roll a d6. On a 1, you begin the day with 1 level of exhaustion. |
| 7 | Spell Echo: When you finish a long rest, choose one spell you know. It is unavailable until your next long rest. |
| 8 | Fractured Presence: You have disadvantage on death saving throws. |
| 9 | Eyes of the Beyond: You are constantly under the effects of detect magic, but are also considered Blinded in bright light. |
| 10 | Soul Collapse: At the start of each day, make a DC 10 Constitution saving throw. On a failure, your hit point maximum is reduced by 1d6 for 24 hours. This stacks each day. |
Planar Bound
Your resurrection binds you to the Material Plane. If you attempt to leave it by spell, portal, or artifact, your soul instantly disintegrates—no save. You are utterly destroyed.
Memory Echo
Fragments of your previous life return in flashes. Choose one:
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Gain proficiency in one skill of your choice and religon.
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Learn one cantrip from any spell list (use Constitution as your spellcasting ability).
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