Undead
Rare reanimated humanoids who kept their identity after death through ritual, accident, a Rift incident, or inheritance.
Way of the Lost Self
College of Whispers
Accursed Acolyte
Blood Knight
Channel of Necromancy
Channel of Necromancy
Pact of the Sanguine Sacrament
Shield Master
Pirate
- Physiology
- Undead, Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Ability scores
- Free placement
- Languages
- Common
- Lifespan
- Mature at 1, typical maximum 200 years
An Undead character does not age in the ordinary sense, but the reanimated body degrades. Without preservation rites (embalming, Rift-channel restoration, or periodic refleshing), a reanimated body stays functional for about two centuries before structural failure. With maintenance the limit is much longer.
Features
- Necrotic Body
Your reanimated body is not alive in the ordinary sense. You are immune to disease and to the Poisoned condition. You do not require food, water, or breath. You have vulnerability to radiant damage and disadvantage on saving throws against effects that specifically detect, command, or turn undead. You register as undead to spells and effects that distinguish living from undead creatures. The GM decides whether a class feature that targets undead creatures applies to you.
- Cold Pallor
Your body is cold and pale. You have resistance to cold damage and advantage on saving throws against effects that would impose the cold-related exhaustion or freezing conditions.
- Death-Touched Cognition
Your mind is partly shielded by the gap death opened in it. You are immune to spells and effects that directly read your thoughts. You are immune to being Charmed by living creatures. Charm effects from constructs, undead, and Riftborn entities work on you normally. Once per long rest, you recover a single fragment of your pre-death life (a face, a place, a name, a regret) chosen by the GM from what your character plausibly knew.
- Grave-Tongue
You can read, write, and speak Common and one additional language you knew before death (chosen at character creation).
- Take the Cold
Necrotic energy feeds your reanimated body. You take no damage from that instance and instead gain temporary hit points equal to half the damage prevented. You can use this a number of times equal to your proficiency bonus per long rest.