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. Your body will always return to the same, original form the moment you were awakened as a Ghol.
Past Life. Choose another living race besides this one. Before your death, you were a member of this race and appear as an undead version of it. Your size, height, and movement speed are the same as a typical member of that race. You do not retain special movement speeds from this race (such as swimming or flying), and, though you may choose to have formerly been a member of a subrace of a particular race, you derive no benefits from doing so.
Past Life - Ability Score Increase. Choose one Ability Score from the race chosen of your Past Life, that Ability score increases by 2. It can't be Constitution. If the race doesn't have an Ability Score Increase or only has Constitution, you have a free choice.
Undead. Raised from the dead 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 breather, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Darkvision. Through the necromantic energy animating you, you are able to perceive with greater clarity that which lurks in the 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 grey.
Undeadly Leadership. You gain an advantage to checks, whenever you command undead through words or magic.
Dead Fortitude. As a bonus action on your turn, you can pull upon the necromantic force animating you to gain temporary hit points equal to your total character level + your Constitution modifier (minimum 1) that last for up to one minute. Per the temporary hit points rule, these do not stack with Unnatural Vitality. Once you use this ability, you must finish a short or long rest before you can use it again.
Tools of the Grave. You gain proficiency with your choice of one of the following sets of tools: alchemist’s supplies, calligrapher’s supplies, leatherworker’s tools, or the poisoner’s kit.
Unnatural Vitality. When you drop to 0 hit points, you can choose to stay conscious instead of falling unconscious. If you do, you gain temporary hit points equal to your total character level + your Constitution modifier (minimum 1), which last for up to one minute.
In this state, you can take an action or bonus action on your turn, but not both, and can move only half of your movement speed. You remain in this state until you regain hit points, or until you no longer have temporary hit points. If you lose all temporary hit points in this state while you are still at 0 hit points, you fall unconscious and begin making death saving throws as normal.
Once you use this trait, you can't use it again until you finish a long rest.
Languages. You can speak, read, and write Common and one language available to the race you chose for your Past Life. Also, they can speak the language of undead, which other undead (even the non-intelligent) ones understand and can communicate with, no living creature is said to be able to reproduce the language.
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