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Reborn

Death isn’t always the end. The reborn exemplify this, being individuals who have died yet, somehow, have found there way back from the underworld. They retain their personalities and skills, but each Reborn tends to be a very different being from who they once were. Their second life is theirs to do with as they please, but it's typically a confused, cursed life, plagued by frustration, bitterness, loneliness, and melancholy. Such leads many Reborn along dark paths. A common trait of the Reborn are golden hand marks on their bodies to signify the Underworld attempting to pull them back.  

BASIC INFORMATION

Anatomy

Reborn resemble the race they were upon death but are more monstrous in nature. They have ashen skin that can be various shades of white and gray, with white hair. Their eyes range from glowing white, blue, red, or black pits that are unsettling to look at.   Golden hand marks can be found all over their body, accompanied by the stench of decay and death that follows them. This has led many reborn to cover themselves in various floral-smelling perfumes or oils in an attempt to fit in or to hide the stench of death that follows them.  

CIVILIZATION AND CULTURE

Naming Traditions

During the ordeal of escaping the Underworld, a reborn is not named and only retains a slight recollection of their previous life. Their memories are entirely random yet vague, a consequence of the ordeal they underwent to free themselves from eternal rest.   Because of this, a reborn often names itself or relies on being called by someone it has met. A reborn might choose to give itself a real name based on the region or search for clues on a previous life to reclaim its forgotten name.  

Faded Memories

Reborn suffer from some manner of discontinuity, an interruption of their lives or physical state that their minds are ill equipped to deal with. Their memories of events before this interruption are often vague or absent. Occasionally, the most unexpected experiences might cause sensations or visions of the past to come rushing back.   Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark, silent stretches. Occasionally, though, in a moment of peace, stress, or excitement, a reborn gains a glimpse of what came before.  

Reborn TRAITS

Your Reborn character has a variety of natural abilities common with your ancestry. You will also pick one of the available sub races below.   Reborn

Reborn

Ability Score Increase Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
Size Medium
Speed 30ft

Deathless Nature
You have escaped death, a fact represented by the following benefits:
  • You don’t need to eat, drink, or breathe.
  • You don’t need to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
  • You are immune to disease and the poisoned condition, and you have resistance to poison damage.
  • Any spells or class features that restore hit points and normally has no effect on undead instead restores only half the number of hit points (rounded up).
 
Undead Nature
Your type is undead.  
Size
You are Medium or Small. You choose the size when you select this race.  
 

Languages. You can speak, read, and write Common and one language of your choice.

 

SUB RACES

Reborn are divided into two main sub races: Reanimated and Phantasmal. Choose one of the sub races presented below.  

Reanimated

As a reanimated reborn, you're stonger, smarter, and more resillient than other undead. Upon escaping the underworld your soul was able to find your body and bring it back to life. Commonly mistaken as a ghoul or wight, many reanimated reborn choose a more solitary lifestyle.   Reanimated

Reanimated

Ability Score Increase Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
Size Medium
Speed 30ft

Withering Touch
Your undead fists are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal necrotic damage equal to 1d6 + your strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You regain hit points equal to the amount of necrotic damage dealt.  
Undead Fortitude
If damage reduces you to 0 hit points, you must 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, you drop to 1 hit point instead.   You can attempt to use Undead Fortitude a number of times per day equal to your Constitution modifier, regaining all attempts after finishing a long rest.

Languages. You can speak, read, and write Common and one language of your choice.

   

Phantasmal

As a phantasmal reborn, your body was either destroyed or decayed too far to be reanimated. Not wanting to return to the underworld or become a specter, you utilize your will to materialize a coporeal version of yourself. Your new body is a far cry from your original one, but a form strong enough to sustain you.   Phantasmal

Phantasmal

Ability Score Increase Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
Size Medium
Speed 30ft

Ghostly Telekinesis
As an action, you can target an object up to 50 pounds that isn’t being worn or carried within 30 feet of you. Your DC for this ability is equal to 8 + Intelligence, Wisdom, or Charisma modifier (choose when you select this race).   You are able to either slowly move or launch the object up to 15 feet, in any direction before it falls to the ground, stopping early if it impacts against a solid surface. If the object strikes a creature, that creature must make a Dexterity saving throw. On a failed save, the object stops moving and both the object and the creature take 2d8 bludgeoning damage.   You can use this trait a number of times equal to your consitution modifer, regaining all expended uses when you finish a long rest.      
Ghostly form
You are able to transition your body into an incorporeal state, causing you to breifly hear the rattling chains of the underworld.   As a bonus action, you can make your self incorporeal for 1 minute and can end it as a free action. If you make an attack or cast a spell you immediately return to your corporeal form. While incorporeal you gain the following benefits:  
  • Everything you are wearing or carrying is also incorporeal as long as it is on your person.
 
  • Your movement speed is reduced by half.
 
  • Attacks against you are made at disadvantage, you can’t be grappled and are immune to the prone condition.
 
  • You can move through solid matter that is no more than 5 feet thick, as well as through creatures and objects, as if they were difficult terrain. If you end your turn inside solid matter, a creature, an object, or return to your corporeal form, you are forcibly ejected to the nearest unoccupied space and take 1d10 force damage
You can use this trait a number of times equal to your consitution modifer, regaining all expended uses when you finish a long rest.
 

Languages. You can speak, read, and write Common and one language of your choice.

by Daniel Kamarudin
LIFESPAN
Reborn do not age, as they are sustained by the necrotic energy within them.
Average Height
4ft - 6ft
AVERAGE WEIGHT
100-180 pounds


Cover image: by Greg Rutkowski

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