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Unhealed

The unhealed are rare individuals that were saved from undeath through one miracle or another, or various forms of dark magic. Undeath always leaves a mark on those that were saved, however, leaving the unhealed as somewhere in between life, death, and undeath. This often leaves the unhealed with an unnatural tenacity. While some are content to return to life in their new forms, others have chased a full cure and return to their old lives, but none have succeeded so far.   Unhealed can be of any race as long as their soul stays at least partially intact, though their soul is forever tainted. They can even have children, though these children begin life as an unhealed as well. Unhealed children often suffer from abnormal growth cycles and maturation rates.

Unhealed Traits

Natural Origin. Unhealed have an original species they were part of. You generally have the size and speed of your original species, but your form may have been radically alerted during your undeath, so these are just what is typical.

Languages. Depending on how long you were an undead, you might have known or remembered an old language not commonly spoken anymore. You likely know the dominant language of your new home citadel, most likely Nix or Peaks and Valleys. You might know an additional language from your prior or new life.

Forgotten Tactics. You remember unusual and uncommon abilities in the current era. You may take a trait from your original species that grants a feat, or you may gain a feat from a source beyond the Player's Handbook.

Old Lore. You remember ancient secrets and forgotten knowledge from before the World Death. You can choose to take a trait from your original species that grants Proficiencies, or you gain Proficiency in the Arcana, History, Nature, or Religion skill, and roll with advantage when it relates to your life before undeath. At level 8, you gain Expertise in the chosen skill as you recall more of your old knowledge.

Unnatural Tenacity. Most unhealed have gained a surprising tenacity to hold on to life. You may take a trait from your original species that does not grant a feat or Proficiencies, or you can gain advantage on Constitution saving throws and resistance to poison damage.

Double Life. Some unhealed have taken on completely different lives after their return to life. You may ignore all Prequisites when multiclassing.


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