Emergence Race: Ghol

Ghols are unique and tough undead created by Vecna long ago. Whenever a mortal dies, there is a small chance he will return to life as a Ghol, the only way to stop this process is to have a proper burial and double sure with a cleric doing the ritual. A Ghol can be of any race, no matter if they were once humans, elves or dwarves in past lives, they can return from death's sweet embrace. Almost always all of their memories are wiped clean like a new start for their undead lives. It is said that some Ghols can be created through powerful necromancy but almost always the result are undead, sometimes intelligent but never a true Ghol. They are distinct from their undead cousins as having their wits and intelligence, just like they did in their former lives, and becoming more resiliant. The trade off unforntunetly is that they lose almost all benefits they had from being that mortal race, even such grand abilities like flight or natural swimming. They will look similar to what they looked when alive but with a more pallid skin and features. Whenever they regenerate their bodies, they will regenerate to the point of their original form. Thus, a Ghol that was resurected with a horrible scar on their face, shattering their mouth, this will never leave them as the magic will always try to return it.   They were always servants to the god of undeath, Vecna, even with their kingdom of Lepidia, they served him well. Their nature and servitude made them natural enemies to many other nations like Isagorth or Divine Empire, the latter wasn't able to conquer the undead nation, so a peace treaty was signed. No matter what conflict, they were always able to regain strength in numbers due to the amount of dead on the battlefields. After the Fourth Age, The Calamity, everything changed for them. Their numbers were so low, some would have considered them extinct, especially after Vecna lost his Death portfolio. Post-Calamity Era of the Fifth Age, Current Age allowed them to regain some of those lost numbers but they were still bitter, felt used by their patron deity in his bid to become the Overgod. After The Second Divergence, when Vecna awoke a new god named Dark Tyrant, who instantly rejected serving him, the Ghols found their new patron. There was a civil war in Lepidia but quickly the servants of the Dark Tyrant were victorious and the cult of Vecna became a minority in the country.  

On Tetthys

Ghols are treated as undead almost everywhere and almost every country has laws against undead, thus the only nation that welcomes them with open arms is Lepidia, a dictatorship of the undead. There are some countries ruled by necromancers or those that do not care about undead, the Ghols might find their place there. And this is the essence of their being - looking for a place they belong. They are outcasts in a world that seeks to destroy them, not remembering their former lives. Some seek to find the truth about their past, rekindle lost love, others abandon this endeavor either because they have to or they do not wish to return one way or another.

First World

Some rumors speculate that there were Ghols in the First World but were far south, leading a giant army against the forces of the north. The Forgotten Lands do not have that part of their world, thus these creatures are forgotten.

Ghol

Ability Score Increase Con +1; Another +2 based on Past Life
Size Medium
Speed Same as Base Race

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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