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Undead Names B

While most undead lack sentience, those who are lucky (or T
unlucky) enough to have it will choose a name for themselves. s
An undead with their sentience gained from being freed from t
a necromancer will usually not remember their past life, but If
those that do tend to keep any name that they recall, even if it t
wasn't their own. For those that don't recall a name, an s
undead will adopt a nickname given to them by their former p
master or current companion. a
The following two sets of examples are names that an
undead might have. Skeleton
Servant Names. Thrall, Bondsman, Autonomous Drone, Grinning skull and dry bones, skeletons are a grim reminder
Vassal, Minion of mortality. Generally raised as a simple minion, skeletons
Nicknames. Fleshrag, Skullface, Ashheart, Rotskin, Boney, that regain their sentience ironically tend to be much smarter
Cuddles than their other undead counterparts. The tragedy is that
Undead Traits their lack of a tongue greatly inhibits their speaking ability,
Your undead character has a number of traits in common but many find ways around this inhibitor through methods
with other undead. both mundane and magical.
Age. Undead do not age from the time they are created, Ability Score Improvement. Your Dexterity score
since necrotic energies sustain their corporeal forms. increases by 2, and your Intelligence score increases by 1.
Alignment. Undead that are awakened to sentience have Mute. You cannot speak through normal means, however,
similar or the same alignment as they did in their past life. if you were to attempt to cast a spell with verbal components,
Speed. Your base walking speed is 30 feet. the verbal components instead become somatic components.
Past Life. Choose another living race besides this one. This does not prevent you from casting a spell that
Before your death, you were a member of this race and specifically asks you to speak verbally, such as the message
appear as an undead version of it. Your size and height are cantrip.
the same as they were in your past life as a member of that Skeletal Frame. Your body is entirely made of bones, and
race. You do not retain any special abilities or racial features you have vulnerability to bludgeoning damage. Additionally,
from your chosen race. you can precisely manipulate individual parts of it at will.
However, you do retain a tool proficiency, to represent your Whenever both of your hands are unoccupied, you can use a
previous occupation before you became an undead. bonus action to rearrange the bones in your body, or to return
Darkvision. You can see in dim light within 60 feet of you your body to its original configuration. When you rearrange
your bones, choose one of the following options, any of which
as if it were bright light, and in darkness as if it were dim are considered to occupy both of your hands:
light. You can’t discern color in darkness, only shades of gray. Bone Bash. You remove an arm and use it as a weapon.
Undead. Your creature type is undead, and you are affected While used as a weapon, you have proficiency with your arm,
by spells and affects that affect undead. For example, you can which is a melee weapon with the finesse property that deals
be targeted by turn undead and you cannot benefit from 1d6 bludgeoning damage on a hit.
healing from spells that affect undead. Bone Pick. You remove a hand, and hold it in your other
Due to your undead nature, you are immune to the hand as if it were a set of thieves' tools. This hand is capable
poisoned and disease, and you are immune to poison of picking locks, cutting glass, and any other function thieves'
damage. You do not need to eat or breathe, but you can ingest tools could achieve. Bone
food or drink if you wish. At your DM's discretion, you can use this trait to perform
Instead of sleeping, you enter an inactive state for 4 hours other tasks, such as juggling your own bones, or removing
each day. You do not dream in this state, but resting in this your skull to look around a corner or over a wall. Your bones
way is otherwise identical to sleeping. Magically induced lose their animation if they are further than 5 feet from the
sleep can cause you to enter this inactive state. majority of your body, and must be reattached before they are
Languages. You can speak, read, and write Common and once again a part of you. If your skull loses animation, you are
one other language of your choice that you knew in your past blinded and deafened until a skull is affixed to your body.
life.
Subraces. There are many differing kinds of undead.
Choose a subrace for your undead character.

1
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Wight
Trapped between life and death, wights are twisted, pale
reflections of their former selves, brought back to life through
their vanity or desires. All wights have an insatiable hunger
for life, but they do not require the life energy of the living to
sustain themselves, as their desire is more akin to an
addiction. It is believed this is caused by the fact that draining
a victim gives them a feeling of mortality, reminding them of
what it felt like to be alive.
Ability Score Improvement. Your Strength score
increases by 2, and your Charisma score increases by 1.
Sunlight Sensitivity. You have disadvantage on attack rolls
and Wisdom (Perception) checks that rely on sight when you,
the target of the attack, or whatever you are trying to perceive
is in direct sunlight.
Deathly Resistance. You are resistant to necrotic damage.
Life Drain. When you take the attack action, you can
replace one or more of your attacks with a special melee
attack. You are proficient with this attack and you use your
Strength modifier for it's attack rolls.
On a hit, the target takes necrotic damage equal to 1d6 +
your Strength modifier.
If a creature is reduced to 0 hit points from this attack, you
have advantage on the next ability check you make in the next
hour. You do not gain this benefit if the creature was an
undead or construct. You can benefit from this effect once per
long rest.
Revenant
Spirits of vengeance inhabiting a fleshy form, revenants are
almost indistinguishable from zombies. The one thing that
differentiates them is a glint of intelligent hatred in their eyes.
When a mortal dies and their will is strong, sometimes they
are raised back from the dead to enact their vengeance
against those who wronged them in their life. Generally, this
is done through a covenant with a god of vengeance, or
through the mortal's own thirst for vengeance manifesting as
a revenant.
Ability Score Improvement. Your Constitution score is
increased by 2, and your Strength score increases by 1.
Vengeful Tracker. Before your death, you swore vengeance
against someone or something that wronged you. You know
the general direction of the creature you swore vengeance on
at all times, even if the creature is on another plane of
existence. Should the chosen creature die by your hand or
another's, you instantly know, and your DM chooses another
creature responsible for wronging you for this feature to
apply to. Should no such creature exist, you instantly die.
Vengeful Glare. As an action you target a creature within
30 feet of you that you can see. That creature must make a
Wisdom saving throw equal to 8 + your proficiency bonus +
your Wisdom modifier. On a failed saving throw, the creature
becomes restrained for 1 minute. If the creature is a creature
that you have sworn vengeance against, they have
disadvantage on this saving throw.
The affected creature can repeat the saving throw at the
end of each of its turns, ending the condition on itself on a
success.
You can use this ability once, and regain use of it on a long
rest.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Detect Balance Score Racial Feat
This is a scoring system to compare the balance of a race and If your DM allows the use of feats from chapter 6 of the
compare it to other races. Player's Handbook, your undead character has access to the
following special feat.
Base Undead
Speed = 0 Turn Resistance
Past Life = 1 Prerequisite: 6th level
Flavor +0 Your sentience and the distinct fact that you still have a
Tool Proficiency +1 soul makes you more resistant to effects that would turn or
Darkvision = 1 affect other undead creatures. You gain the following
Undead = 5 benefits.
Trance +2
Doesn't need to eat or breath +4 Your Wisdom score increases by 1, to a maximum of 20.
Poison damage and condition immunity +5 You have advantage on saving throws against any effect
Cannot be healed -4 that turns undead.
Humanoid + Undead -2
Language = 1
Common +0
Choice of Language +1
Total = 8
Skeleton
Ability Score Improvement = 12
Mute = 5
Cannot speak -1
Ignores verbal components +6
Skeletal Frame = -36
One physical vulnerability -40
Built in Thieves' Tools +1
1d6 Natural Weapon +2
Finesse +1
Total = -19 + 8 = -11
Wight
Ability Score Improvement = 12
Sunlight Sensitivity = -3
Deathly Resistance = 3
Medium Resistance +3
Life Drain = 5
1d6 Natural Weapon +2
Necrotic damage +1
On kill, gain advantage on an ability check once per LR +2
Total = 17 + 8 = 25
Revenant
Ability Score Improvement = 12
Vengeful Tracker = 4
A frequently useful, or powerful feature
Vengeful Glare = 4
A frequently useful, or powerful feature
Total = 20 + 8 = 28

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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