Awakened Undead (5e)

Awakened Undead are creatures that have died and returned to life, somehow bringing their old personality back with them.

* **Ability Score Increase:** Your Constitution score increases by 2.

* **Undead Immortality:** Awakened undead do not age. The negative energies that gave them unlife heal them slowly over time. They heal at the same rate as mortals and can use hit dice as normal.

* **Past Life**: choose another race. You gain the base land speed, height, and appearance features of that race. You gain no benefit from special move speeds from that race or any benefits from a subrace.

* **Alignment:** Awakened undead can be of any alignment, but tend towards evil

* **Darkvision:** Due to the necromantic power within you, you are able to see in darkness. 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.

* **Languages:** You can speak, read, and write Common and Necril, plus one language of your choice available to your past life.

* **Undead:** You count as an undead for all spells and abilities. You are immune to disease, poison damage, and the poisoned condition. You do not need to eat or breathe, but can eat and drink if you wish to do so. You do not need to sleep, instead entering an inactive state for 4 hours each day. You do not dream in this state and remain fully aware of your surroundings.
* **Subrace**: Choose one of the following subraces: Ghost, Revenant, Shadow, Skeleton, Zombie

### Ghost

* **Ability Score Increase:** Your Strength or Constitution score increases by 2. Your Wisdom decreases by 1.

* **Flight**: You have a fly speed equal to your land speed.

* **Incorporeal Stride:** You can move through creatures and objects as if they were difficult terrain. Once per short rest, you may pass through up to 10 feet of solid walls (as if they were difficult terrain), as part of your movement. You take 1d10 force damage if you end your turn inside an object or wall, and are immediately ejected to the closest available space.

### Revenant

* **Ability Score Increase:** Gain a total of a +2 bonus to your ability scores selected from your Past Life race.

* **Adversary:** As a revenant, you have a being or several you must seek vengeance upon. Determine together with your DM which being/s were marked as your adversary. You always know the direction and distance between you and adversary/s, even they are on a different plane of existence. If your adversary dies, you know. If you are killed while your adversary lives, your soul lingers and possesses the corpse of a humanoid creature that has died recently. This corpse is one of the DM's choosing within a 5-mile radius. Your Past Life changes based on this corpse, except for your known language.

* **Relic of the Past:** You retain one racial trait of your choice from your current body's race.

### Shadow

* **Ability Score Increase:** Your Dexterity or Charisma score increases by 2. Your Constitution decreases by 1.

* **Shadow Form**: You are proficient in the Stealth skill and are able to take the Hide action in dim light or darkness while only lightly obscured from the creature from which you are hiding.

* **Shadowcasting:** You know the chill touch cantrip. When you reach 3rd level, you can cast the unseen servant spell as a 1st-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
* **Sunlight Weakness:** While in sunlight, the shadow has disadvantage on attack rolls and ability checks.

### Skeleton

* **Ability Score Increase:** Your Dexterity or Intelligence score increases by 2. Your Charisma decreases by 1.

* **Bone to Pick**: Whenever both of your hands are free, you may use a free hand and a bonus action to remove the other hand or arm. If you remove the hand, it counts as a set of thieve's tools or a similar simple tool set. If you remove the arm, it counts as a finesse weapon that deals 1d8 bludgeoning damage. The arm or hand can be re-attached using a bonus action.

* **Pile of Bones:** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. If you do, you drop into a pile of bones, becoming prone and being affected by a non-magical feign death spell. While in this state, you are unable to move or take any actions other than ending this effect as an action. You cannot use this feature again until you finish a long rest. You may choose to rest in this state as well.

### Zombie

* **Ability Score Increase:** Your Strength or Constitution score increases by 2. Your Intelligence decreases by 1.

* **Undead Fortitude:** If damage you take drops you to 0 Hit Points, you may make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

* **Shambling**: Your move speed is 10 feet slower than normal for your past life. You take penalties from exhaustion as if it were one step less than it is.

* **Necrotic Power:** You have resistance to Necrotic damage. Once per long rest, you may choose to take no damage from an attack or ability that deals necrotic damage and instead heal half that amount or 1d8+your constitution, whichever is greater.