Homebrew Forsaken Species Details
Forsaken are mortals who have, through a foul ritual, a god's curse, or some other unholy method, been turned into an undead while keeping their souls. Whatever their origin, a Forsaken has the capabilities of a ghoul, being able to harness the poison and necrotic lesions of their body.
Forsaken can arise among any population of mortals. They resemble their living self, but they can live forever if they are not killed, given that they are already dead. They have features that reveal their undead nature, such as rotting skin, hair falling out, a sickly-sweet smell, blackening teeth and nails, clouded eyes, or any and all of the above. These features can start subtly but become obvious when the Forsaken spends more time dead or has taken significant damage.
Also, as an undead, you do not have the same needs as the living. You do not need food, drink, or air. Your body does not need sleep, though your mind must rest. You enter a trance-like state, similar to Elves, instead of sleeping.
Forsaken Traits
Creature Type: Humanoid
Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species
Speed: 30 feet
Keen Nose
As an Undead Creature, originally meant to hunt the living, you have a keen sense of smell. Provides Blindsight 5ft.
Undead Physiology
Grants immunity to poison damage, resistance to necrotic damage, and vulnerability to radiant damage.
Darkvision
You have Darkvision with a range of 60 feet.
Poisonous Hands
After a successful unarmed attack, add poison damage. This can be done 3 times per long rest. Inflicts the poisoned condition for 1 round on a 4 roll.
This damage increases by 1d4 when you reach character levels 5 (2d4), 11 (3d4), and 17 (4d4). Every 4 rolled adds 1 round to the poisoned condition
Fetid Stench
When reaching character level 3, you can release a fetid stench as a Bonus Action. The Forsaken pops some necrotizing lesions inside its skin, releasing a terrible smell around its body.
Emmit a 10-foot cloud of poisonous gas, centered on yourself, that lasts for 1 round. Creatures starting their turn within the sphere, or who enter the sphere, must make a DC 10 + the player's level Constitution save, taking 2d10 poison damage and receiving the poisoned condition on a failed save; creatures who pass the save take half damage. Any creature with the Keen Scent trait automatically fails the check and takes full damage.
You have 1 use per long rest. The number of uses per long rest increases at levels 7 (2), 11 (3), 16 (4), and 20 (5).
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