Homebrew Wight Species Details
Wights are unique among the undead for their unique ability to raise themselves, out of nothing more than an exceptionally a strong compulsion for a singular purpose: vengeance at any cost. Most commonly, this vengeance is targeted at the individual who killed them, or the person they deem responsible for their own death, but it also may be sworn on behalf of someone else: a parent, a lover, or a child. Unfortunately little else tends to remain of their former personality.
Wights are most commonly created in the wake of great battles, in times of wars, or other eras of strife where vengeance is a driving influence of life, and so it becomes one in death. A wight that achieves their goals and extracts their vengeance is freed from the curse of undeath, and their soul is freed to move on to the next phase of its existence.
Wights typically have no compunction about killing any and everything that gets in between themselves and the target of their vengeance, but they are not foolhardy. Most look upon their task with a cold, military detachment, planning ahead and ensuring their victories, making them ideal commanders for other undead to follow.
Wight Traits
Wight Racial Traits Ability Score Increase. Your Constitution, Intelligence and Wisdom scores increase by 1. Age. Wights do not age, and their flesh does not decay. They can endure unlife indefinitely after they are raised. Alignment. Wights are invariably of evil alignments. Size. Wights can be of most any race before they died. Your size is Medium or Small. Speed. Your base walking speed is 30 feet. Languages. You can speak, read and write any languages you knew in life. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Sense Mortality. The presence of living creatures registers on your senses like a noxious odor. As an action, you can open your awareness to detect life force. Until the end of your next turn, you know the location of any beast, dragon, elemental, fey, humanoid, giant or monstrosity within 60 feet of you that is not behind total cover. You know the tyAbility Score Increase
Your Constitution, Intelligence and Wisdom scores increase by 1
Age
Wights do not age, and their flesh does not decay. They can endure unlife indefinitely after they are raised.
Alignment
Wights are invariably of evil alignments.
Size
Wights can be of most any race before they died. Your size is Medium or Small.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read and write any languages you knew in life.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Sense Mortality
The presence of living creatures registers on your senses like a noxious odor. As an action, you can open your awareness to detect life force. Until the end of your next turn, you know the location of any beast, dragon, elemental, fey, humanoid, giant or monstrosity within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity (Lord Bartholomew Van Der Woodsen, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. Once you use this trait, you must complete a short or long rest before you use it again.
life drain
When you hit a humanoid with a melee weapon attack, you can use a bonus action to force the target to make a Constitution saving throw DC 8 + your proficiency bonus + your Constitution modifier. If they fail, they take a number of d6s equal to your proficiency bonus as necrotic damage. If they succeed, they take half the amount. You gain half the amount of necrotic damage dealt as temporary hit points. Once you use this trait, you can’t do so again until you finish a long rest.
Wight nature
You are immune to poison damage and exhaustion, and you can't be poisoned. You don't require air, food, drink, or sleep, but must rest motionless in order to regain abilities that may require a short or long rest.
Undead nature
Your creature type is undead instead of humanoid.
Sunlight sensitivity
The change to your body makes you hide your dark self from light. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
attack roll disadvantage
disadvantage on attack rolls
Raise into service
Your Charisma score increases by 1.
Additionally, humanoid that fails its saving throw against and is slain by your Life Drain rises 1 minute later as a zombie under your control as if you had created it with the Animate Dead spell. You can use this trait to reassert control over a raised zombie as required by the spell.
Previous Versions
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