Homebrew Accursed Species Details

Restless beings, the Accursed are more than shambling corpses, unlike other undead. They have a mind of their own, thanks to the blessing of Heruer, although they rarely remember who they were after years of undeath. Some use this gift as a second chance, to enjoy and revel in what they love, while others seek to redeem or avange themselves.

Accursed Traits

All accursed creatures share the same traits

Ability Score Increase

Your Dexterity score is increased by 2, and your Constitution score increasesby 1.

Undead

Raised from the dead as a being of undeath, you count as both humanoid and undead for all spells and abilities that affect any of the two types. You also have the following benefits:

• You are immune to disease, and magic can't put you to sleep.
• You are resistant to necrotic and poison damage, and have advantage against being poisoned.
• 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, and are fully aware of your surroundings and notice approaching enemies and other events as normal.

Darkvision

Through the necromantic energy animating you, you are able to perceive with greater clarity that which lurks in the darkness. You can see in dim light within 60 feet of you as if it bright light, and in darkness as if it were dim light. you can't discern colour in darkness, only shades of grey.

Bone to Pick

Whenever both of your hands are free (not including equipped shields), you can use a bonus action to remove one of your arms or a hand. If you remove an arm, it counts as a simple weapon that deals 1d6 bludgeoning damage, and you have proficiency with your arm while you wield it. If you remove a hand, it counts as thieves' tools for you in which you are proficient. In either case, removed hands and arms may be re-attached by using another bonus action.

Additionally, dismemberment has no ill affects on you. Severed legs and arms gain a walking speed of 5 ft and move towards you at the start of each of your turns. If you lose one of your legs, you must make a DC 10 Dexterity (Acrobaticts) check at the start of each of your turns. On a failed save, you fall prone.
You can crawl as long as you have one of your arms attached. Your movement speed becomes 0 if you don't have any remainig limbs.
Your body is blinded while your head is dettached from it and outside your field of vision. You can reattach any number of limbs as a bonus action on your turn.

Bone Pile

When you are reduced to 0 hit points but not killed outright, you can drop 1 hit point instead. If you do, you reduce yourself to a pile of bones, render yourself prone, and are considered to be under a similar effect to the feign death spell. While subject to this condition, you are unable to move or take actions other than using an action to revert back to your normal form.

Once you use this feature, you can't use it again until you finish a long rest.

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