Undead

SkeletonMummyRevenantSkeletonMummyRevenant

* **Ability Score Increase.** Your Constitution score increases by 1.
* **Dead Immortality.** You do not age. Given time the necromantic energies that sustain you will heal most wounds you take at approximately the same rate as a mortal, and your hit dice function as normal.
* **Size.** Choose another playable race which you will share the size of. Ex. an undead Dwarf’s size is medium. No other features from this past life will carry over.
* **Speed.** You have a base walking speed of 30 feet.
* **Undead.** As a being of undeath, you count as an undead creature for all spells and abilities that affect the undead. You are immune to disease and treat exhaustion as if it was one level less. You do not need to eat or breathe, but you can try to ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for four hours a day. In this state you are fully aware of your surroundings.
* **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.
* **Language.** You can speak, read and write Common and another language of your choice.
* **Subrace. Choose from either the Skeleton, Mummy or Revenant subraces listed below.**

## **Skeleton**

* **Ability Score Increase.** Either your Intelligence or Dexterity scores increase by 2. Alternatively you may increase both by 1.
* **Bloodless.** You are immune to poison damage and the poisoned condition.
* **Bone Pile.** When you are reduced to 0 hit points but not killed outright, you can drop to 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 end this effect. You can't use this feature again until you finish a long rest.
* **Bone to Pick.** Whenever both of your hands are free (not including equipped shields), you may choose to use a free hand and a bonus action to remove one of your hands or arms. If you remove an arm, it counts as a weapon with the finesse property that deals 1d6 bludgeoning damage, you have proficiency with your arm while you wield it. If you remove a hand, it counts as thieves' tools or a similar set of simple tools while you hold it. In either case, removed hands and arms may be re-attached by using another bonus action.

## **Mummy**

* **Ability Score Increase.** Your Strength and Constitution scores increase by 1.
* **Necrotic Preservation.** You know the *Spare the Dying* cantrip and can cast it as an ***action***. This does not count towards your cantrips known.
* **Superior Preservation.** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. You know the *Blade Ward* cantrip, and can cast it as a ***bonus action***. However, your wrappings and dried flesh burn readily. You are vulnerable to fire damage.
* **Poison Resilience.** You have advantage on saving throws against poison, and you have resistance against poison damage.

## Revenant

"A revenant forms from the soul of a mortal who met a cruel and undeserving fate. It claws its way back into the world to seek revenge against the one who wronged it." - WOTC

*Created by Gaz*

* **Ability Score Increase.** Either your Charisma or Constitution scores increase by 2. Alternatively you may increase both by 1.
* **Undying Resolve.** You may re-roll one failed death saving throw. This feature cannot be used again until you complete a short or long rest.
* **Relentless Endurance.** When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest.
* **Relic of the Past.** You retain one racial trait of your choice from your current body's race.