The Undead
Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|
1st | +2 | Undying | — | — | — | — | — |
2nd | +2 | The Origin of Life, spellcasting | 2 | — | — | — | — |
3rd | +2 | Whispers of Death | 3 | — | — | — | — |
4th | +2 | ASI/Feat, Prof. Versatility | 3 | — | — | — | — |
5th | +3 | Origin of Life Feature | 4 | 2 | — | — | — |
6th | +3 | Aura of Undeath | 4 | 2 | — | — | — |
7th | +3 | x | 4 | 3 | — | — | — |
8th | +3 | ASI/Feat, Prof. Versatility | 4 | 3 | — | — | — |
9th | +4 | Unyielding | 4 | 3 | 2 | — | — |
10th | +4 | Origin of Life Feature | 4 | 3 | 2 | — | — |
11th | +4 | x | 4 | 3 | 3 | — | — |
12th | +4 | ASI/Feat, Prof. Versatility | 4 | 3 | 3 | — | — |
13th | +5 | x | 4 | 3 | 3 | 1 | — |
14th | +5 | Origin of Life Feature | 4 | 3 | 3 | 1 | — |
15th | +5 | Improved Aura | 4 | 3 | 3 | 2 | — |
16th | +5 | ASI/Feat, Prof. Versatility | 4 | 3 | 3 | 2 | — |
17th | +6 | x | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Constant Undeath | 4 | 3 | 3 | 3 | 1 |
19th | +6 | ASI/Feat, Prof. Versatility | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Final Vitality | 4 | 3 | 3 | 3 | 2 |
Class Features
As an undead, you gain the following class features
Hit Points
- Hit Dice: none
- Hit Points at 1st Level: 4 + your Constitution modifier
- Hit Points at Higher Levels: 1d4 (or 3) + your Constitution modifier per undead level after 1st
Proficiencies
- Armor: Shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Charisma, Constitution
- Skills: Choose two from Nature, Insight, Intimidation, Medicine, Acrobatics, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a bow (b) two martial weapons
- (a) two handaxes or (b) any simple melee weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- A symbol of undeath attatched to your body
Undying
Whether by accident or on purpose, some magical incident during your lifetime has left you with a body more resilient than most.
The first time you are reduced to 0 hit points, your body reanimates itself at the beginning of your next turn and you continue living. When revived this way, you come back with the amount of HP you have gained from levels in the undead class and are cleansed of any status effects. This HP is your undead form's max HP. You lose access to all spellcasting when revived this way unless your subclass specifies otherwise. You are also considered to be in an "undead" state for the purposes of class and subclass abilities.
Instead of rolling hit dice on a short rest to regain hit points, you instead forfeit all hit dice and gain another life. Your body reverts to its original, non-undead state while retaining the same amount of hit points or status effects that you had before the short rest. A life can only be gained this way once per long rest, and only when you have been revived at least once before the short rest.
OPTIONAL: You may consider yourself undead for the purposes of spell and class effects after being revived into an undead state.
Spellcasting
By 2nd level, you have learned to tap into your body's innate magical vitality to cast spells.
Preparing and Casting Spells
The Undead table shows how many spell slots you have to cast your spells. To cast one of your undead spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of undead spells that are available for you to cast, choosing enchantment spells from any spell list + the spells your subclass specifies. When you do so, choose a number of undead spells equal to your Constitution modifier + half your undead level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level undead, you have four lst-level and two 2nd-level spell slots. With a Constitution of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Charm Person, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest.
Spellcasting Ability
Constitution is your spellcasting ability for your undead spells, since their power derives from your own vitality. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for an undead spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
.
Spellcasting Focus
You can use the symbol of undeath on your body as a spellcasting focus as long as it's not covered by armor.
The Origin of Life
When you reach 2nd level, the cause of your undying ability begins to grow in power, resulting in strange effects. Your Origin of Life choice will cause you to have different abilities in both your original and undead state. It may be helpful to carry two character sheets. Now you choose one of the Origins of Life listed below:
- Vampiric Curse
- Unholy Disease
- Fury of the Elements
- Shadowborn
- Relentless Spirit
All Origins are detailed at the end of the class description.
Your choice grants you features at 2rd level and again at 5th, 10th, and 14th level. Those features include Origin spells and spell lists.
Origin Spells
Each origin has an associated spell list. You gain access to this spell list as soon as you choose the subclass.
If you gain an oath spell that doesn't appear on your origin's spell list, it counts as an undead spell regardless.
Dying Connection
Once you reach 3rd level, your connection to the undead becomes stronger. you learn the "speak with dead" spell, which doesn't count against your list of prepared spells. You may cast this spell once per long rest without using a spell slot.
Additionally, undead creatures are more likely to trust you. You may add your proficiency bonus to any persuasion check you make while communicating with an undead creature..
Ability Score Improvement / Feat
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Alternatively, you can chose to take a Feat from one of the options found here.
Proficiency Versatility
Whenever you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn’t be from the class).
This change represents one of your skills atrophying as you focus on a different skill
Aura of Undeath
At 6th level, your existence hardens the souls of your party, granting them courage in the face of danger.
Once per long rest, you may use an action to activate a 30 ft. radius aura centered on you that prevents creatures of your choice from gaining the frightened status effect.
Unyielding
At 9th level, your resilient body becomes more robust
You gain resistance to poison and necrotic damage and gain advantage on saving throws against the poisoned condition.
Improved Aura
At 15th level, your aura of undeath becomes stronger.
Creatures of your choice inside of the aura gain resistance to poison and necrotic damage and advantage on saving throws against the poisoned condition. You may now activate it twice per long rest.
Constant Undeath
At 18th level, you have spent enough time in your undead form to call it forth as you see fit.
At the end of a short or long rest, you may choose to come out of the rest in your undead form, retaining all the benefits you normally would from a short or long rest.
Additionally, you may choose which form to emerge as after dying.
Final Vitality
By 20th level, you have learned to command the source of your undeeath as if it were instinct.
You now come out of every long rest with two extra lives, and you may gain 2 lives back from short rests between long rests.
Origin of Life: The Vampiric Curse
Those inflicted with the vamprirc curse live a life in fear of themselves. They can seldom control their own impulses and bloodthirst. Fortunately, you are one of the lucky few that have regained control of your choices since contracting the curse. Hopefully your vampirically enforced vitality won't be too much to handle.
Vampiric Traits (optional)
The vampiric curse has left you with a few distinct traits shared between vampires. These traits help shape your choices and your perception of others.
Fear of Light The sun is the natural enemy of the vampire. When possible, you prefer to stay in the shade and to wear long, concealing clothes.
Thirst for Blood You have an inclination towards violence and torture when that path is available.
Narcissism You fail to see the importance of beings that are simpler or weaker than you are.
Fangs and claws Your appearance is slight altered to look more like a classic pale vampire. This effect becomes more apparent as you gain power.
Vampiric Curse Features
Paladin Level | Feature |
---|---|
2nd | Origin Spells, Fighting Style, Vampiric Form |
5th | Extra Attack |
10th | Improved Curse, Vampiric Traits |
14th | Relentless Curse |
Origin Spells
You learn origin spells at certain levels of this subclass. They count as undead spells and do not count against your prepared spells. These spells are detailed at the end of the next page.
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the fighting style options from the fighter class.
Martial Versatility
Whenever you gain a level in this class, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.
Vampiric Form
When you take this oath at 2nd level, when you die and switch to your undead state, you have the following abilities:
Vampiric Bloodthirst You lose all poise and composition when it comes to battle. You no longer have your fighting style or any weapon or armor proficiencies.
Vampoiric Body You grow sharp fangs and claws that you use to rip and tear at your enemies.
Claws and Fangs: You may make a melee attack against an opponent within 5 ft of you using dexterity or strength. This attack deals 1d8 + dex or str on a hit. This damage increases by 1d8 at 7th level (2d8) and 15th level (3d8). This attack may count as an unarmed strike for the purposes of feats or class features.
Vampiric Dexterity When you revive at the beginning of your turn, you may chose to appear anywhere within 30 ft of your corpse. Your walking speed increases by 10 ft and you calculate your AC as if you have cast the "Mage Armor" spell
Silver Tongue You gain proficiency in persuasion. If you already have proficiency, you may double your proficiency bonus.
Vampire Eyes If you don't have it already, you gain darkvision up to 60 ft.
Lifesteal Curse You may use a bonus action to curse any creature within 30 ft of you. When you attack a cursed creature, have them roll a constitution saving throw against your spell save DC. On a success, nothing happens. On a fail, you gain 50% of the damage dealt (rounded up) as temporary HP. Your temporary HP stacks when obtained this way, but may never exceed your max HP. This curse ends after 1 minute or after the cursed creature has died. Only one curse may be active at a time.
You may use this feature a number of times equal to your proficiency bonus and expended uses regenerate on a long rest or a short rest where you gain a life.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This ability persists even in your vampiric form.
Improved Curse
Starting at 1oth level, your lifesteal curse grows in power. When you choose to curse an enemy as a bonus action, they must make a constitution saving throw against your spell save DC. On a failed save, they are blinded. They may try to make this saving throw again at the start of each of their turns.
Vampiric Traits
By 10th level, your curse has begun to show through into your non-undead form.
You gain proficiency in the intimidation skill, and you no longer take damage when casting spells from the enchantment spell list.
Relentless Curse
At 14th level, the power of your lifesteal curse grows to its apex.
There is no longer a limit on how many times you may cast your lifesteal curse. Also, you may choose to gain 100% of the damage dealt during an attack as temporary HP when a creature fails its saving throw. You may use this ability a number of times equal to your proficiency bonus and and expended uses regenerate on any short or long rest.
Vampiric Curse Spells
Undead Level | Spell |
---|---|
2nd | Cause Fear, Inflict Wounds |
5th | Ray of Enfeeblement, Gentle Repose |
9th | Bestow Curse, Vampiric Touch |
13th | Shadow of Moil |
17th | Dominate Person |
Origin of Life: Unholy Disease
Those that draw on the unholy disease as the source of their undeath have come into contact with a deadly and invasive pathogen that feeds on their very flesh. When in the presence of holy energy, the disease lies dormant, waiting for an opportunity to become unleashed. As soon as the source of holy energy disappears, the unholy disease bursts forth, granting the person afflicted unusual strength and a need for flesh.
Unholy Traits (optional)
The unholy may have left your character with a few distinct traits. These traits help shape your appearance and perception of the world.
Fear of darkness Your character may become scared of places without religious presence.
Hunger for Flesh The unholy disease may occasionally affect your choice of food.
Fear of hurting others Those that carry the unholy disease tend to try to stop others from contracting it.
Loose flesh Your appearance is slightly altered to look more like a classic zombie. Your skin may be drooping in some places, or your muscles may prefer to stay relaxed, etc.
Unholy Disease Curse Features
Undead Level | Feature |
---|---|
2nd | Origin Spells, Bonus Proficiencies, Unholy Form, Warped Healing |
5th | Extra Attack, Wide Spread Epidemic |
10th | Learned Immunity, Fast Flesh |
14th | Friendly Flesh |
Origin Spells
You learn origin spells at certain levels of this subclass. They count as undead spells and do not count against your prepared spells. These spells are detailed at the end of the next page. You may also cast your spells through a holy symbol, as a paladin or cleric would.
Bonus Proficiencies
When you choose this subclass at 2nd level, you gain proficiency in light and medium armor.
Unholy Form
When you take this oath at 2nd level, when you die and switch to your undead state, your body and mind reanimate as the unholy disease infects you. You gain the following abilities:
Composure and Retention You keep all proficiencies and spell casting.
Godless Presence Whenever you would deal radiant damage, deal necrotic damage instead.
Tainted Flesh You gain 50% of your max HP (rounded down) as temporary HP
Unholy Contagion When an enemy that you have landed an attack against dies, you gain 20% of their max HP as temporary HP. Temporary HP gained this way can not exceed your max HP and does not stack.
Empowered Flesh You may use a bonus action and 3 temporary hit points to burn the extra energy stored in your own body. make an extra attack against an enemy. If this attack hits, it deals an extra 1d8 of necrotic damage. This damage increases to 2d8 at 7th level and 3d8 at 15th level.
Warped Healing
At 2nd level, you learn to use the unholy disease to your advantage.
While still in a non-undead state, as an action, you may transfer any amount of hit points less than or equal to Your constitution modifier * Your undead level to a creature you are touching.
Additionally, if a creature is dropped to 0 hit points within 30 ft of you, you may use your reaction to transfer all of your remaining hit points to them, killing you instantly.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This ability does not persist in your unholy form.
Wide Spread Epidemic
Beginning at 5th level, while in your undead form, you may now use your reaction to gain 10% of the max health of any creature (that you haven't landed a hit on) that dies within 30 ft of you as temporary health. Temporary health obtained this way may stack on top of preexisting temporary health, but may not exceed your max HP. You can use this ability a number of times equal to your proficiency bonus.
Learned Immunity
Beginning at 10th level, while in your non-undead state, you may use 5 hit points to treat a diesase or end a status effect on a creature you are touching as an action.
Fast Flesh
Beginning at 10th level, when in an undead state, you may choose to sacrifice 6 temporary hit points as a bonus action to make two extra attacks. They both gain extra damage according to your "empowered flesh" feature.
Friendly Flesh
Once you've reached 14th level, you have acheived great control over your unholy disease. Once per long rest, when an enemy you have attacked dies, you may use your reaction to grant all allies within 30 ft temporary hitpoints equal to the amount you would gain from your unholy contagion ability. You can use this ability in your regular or undead state.
Unholy Disease Spells
Undead Level | Spell |
---|---|
2nd | Wrathful Smite, Divine Favor |
5th | Branding Smite, Gentle Repose |
9th | Blinding Smite, Revivify |
13th | Death Ward |
17th | Contagion |
Origin of Life: Elemental Fury
Those that revive themselves with the power of elemental fury are deeply connected to the world around them. They are conscious of the many conflicting forces that clash and combine to power nature. When their mortal body falls in battle, those very forces converge to reinvigorate their being. With a flash of energy, their vitality is restored.
Persistant Elements (optional)
Although the effects of elements on an elemental fury undead are only really noticeable once in an undead state, you may want to think about how your choices of element shape your character's personality and appearance.
Maybe small flickers of elemental energy burst from your skin randomly, or maybe your hair is the same color as one of the elements you choose.
Maybe if you choose fire as an element, your character is hotheaded and bold.
Elemental Fury Features
Paladin Level | Feature |
---|---|
2nd | Origin Spells, Elemental Form, Elemental Proficiency |
5th | Improved Elemental Form |
10th | Duality of Elements |
14th | Mastery of Elements |
Origin Spells
You may choose evocation spells from any spell list.
Additionally, you learn the cantrip detailed below and 1 cantrip from your known spell lists (except eldritch blast) You may choose another cantrip at 7th and 15th level.
Vitality Blast
Level: Cantrip
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous
School: Evocation
You call upon any of the elemental powers that live within you and unleash them upon an enemy in range.
Make a ranged spell attack against the target. On a hit, the target takes 1d6 of any elemental damage type that you are proficient in.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Elemental Form
When you take this origin at 2nd level, choose an element from the list detailed at the end of this page. Each element has different effects on you in both your normal and undead states.
At the beginning of the turn that you revive, your body rises from the ground with a burst of energy. Creatures of your choice within a 20 ft radius make a dexterity saving throw. On a failed save, they take damage as if they were hit by your vitality burst cantrip, using the damage type that you revived with. On a success, they take no damage.
You may choose an additional element at 7th, 11th, and 18th level.
Elemental Proficiency
Starting at 2nd level, while in your normal, non-undead state, when you cast a spell that deals a damage type that matches one of your known elemental forms, you may increase the power of that spell at the cost of your own vitality.
You may not use this feature while in an undead state.
Add any number of d4's less than or equal to your constitution modifier to the damage roll for the spell. You and the target(s) of the spell take that much damage. You can not avoid this damage in any way.
You may use this feature a number of times equal to your proficiency bonus. Expended uses regenerate on a short or long rest.
Improved Elemental Form
Starting at 5th level, your proficiency with your known element(s) increases. See the elemental forms list at the end of this page.
Duality of Elements
Starting at 10th level, when you die and switch to your undead state, you may choose to come back to life with two elements at once. When you revive this way, you gain full access to both element's abilities, but may only choose one damage type for the elemental burst.
Mastery of Elements
Starting at 14th level, your proficiency with your known element(s) increases further. See the elemental forms list at the end of this page.
Form of Fire
FLAME ON
Fire's Fury
Starting at 2nd level, when in your non-undead state, you may use your elemental proficiency ability on any spell that deals fire damage. You may also cast vitality blast with fire damage.
additionally, when you enter your undead state, you gain the following abilities:
Increased Vitality You lose all spellcasting granted by this class except for vitality burst. The damage for vitality burst becomes fire, you may add your constitution modifier to its damage, and d6s become d8s.
Strong Skin You may calculate your AC as if you have cast the "Mage armor" spell.
Fire's Fury As a bonus action, you may choose a creature within 60 ft to make a constitution saving throw. On a failed save, they are burned and will take 2d6 damage at the start of each of their turns. On a success, nothing happens. They may retry the saving throw at the start of each of their turns. You may use this ability a number of times equal to your proficiency bonus and expended uses regenerate on a long rest or a short rest where you gain a life.
Holy Flame
Starting at 5th level, when in your non-undead state, you may use your elemental proficiency ability on any spell that deals radiant damage. You may also cast vitality blast with radiant damage.
additionally, your fire's fury ability increases in power as your elemental form becomes augmented with holy energy. Fire's fury now deals 3d6 fire damage and undead creatures have disadvantage on the saving throw to avoid it.
Eternal Flame
Starting at 14th level, your fire's fury ability increases in damage to 4d6. Additionally, a successful saving throw against eternal flame no longer ends the effect. Instead, it reduces the damage by 2d6 per save, ending the effect when its damage reaches 0d6.
When in an undead state, your vitality blast ignores resistance to fire damage and treats immunity as resistance.
Form of Lightning
Zip Zap
Voltage Arc
Starting at 2nd level, when in your non-undead state, you may use your elemental proficiency ability on any spell that deals lightning damage. You may also cast vitality blast with lightning damage.
additionally, when you enter your undead state, you gain the following abilities:
Increased Vitality You lose all spellcasting granted by this class except for vitality burst. The damage for vitality burst becomes lightning, you may add your constitution modifier to its damage, and d6s become d8s.
Strong Skin You may calculate your AC as if you have cast the "Mage armor" spell.
Lightning speed Your walking speed increases by 10 ft.
Voltage Arc Whenever you land an attack with vitality blast, you may use your bonus action to make the attack arc to one creature of your choice within 10 ft of the targeted creature. That creature takes lightning damage equal to your constitution modifier. Additionally, you may use your reaction to deal the same damage to any creature that hits you with a melee attack.
Constant Current
Starting at 5th level, when in your non-undead state, your movement speed increases by 5 ft.
Additionally, your voltage arc increases in power. Its range becomes 20 ft, and whenever you use it, you may make an attack roll against the enemy it is targeting. On a hit, you may roll your vitality blast damage dice and add the amount rolled as lightning damage.
Resistance Negligence
Starting at 14th level, when you use your voltage arc ability, it effects all creatures of your choice within 20 ft of the original target. You make separate attack rolls against each creature.
Additionally, when in an undead state, your vitality blast ignores resistance to lightning damage and treats immunity as resistance.
Form of Ice
brrrrrrrr
Icy Aura
Starting at 2nd level, when in your non-undead state, you may use your elemental proficiency ability on any spell that deals cold damage. You may also cast vitality blast with cold damage.
additionally, when you enter your undead state, you gain the following abilities:
Increased Vitality You lose all spellcasting granted by this class except for vitality burst. The damage for vitality burst becomes cold, it becomes a melee spell attack, you may add your constitution modifier to its damage, and d6s become d10s.
Stronger Skin You may calculate your AC as if you have cast the "Mage armor" spell. Add +1 AC on top of that
Icy Aura A 10 ft. radius around you becomes difficult terrain for all creatures as harsh cold and ice begin to manifest from your body. Additionally, you may use your reaction to increase your AC by +5, as if you had cast the shield spell. You may use this ability a number of times equal to your proficiency bonus and expended uses regenerate on a long rest or a short rest where you gain a life.
Blizzard
Starting at 5th level, when in your non-undead state, your AC increases by 1. Additionally, you learn the shield spell. It does not count against your prepared spells.
Your control over your icy aura increases, allowing you to choose who gets hit the hardest by it. Only creatures that you choose are affected by the difficult terrain caused by your icy aura, and you may use your bonus action to make the aura focus on a creature in its range. Choose a creature in your aura and have them make a constitution saving throw. On a fail, their movement speed is halved and they can no longer take reactions. On a success, nothing happens. This effect ends at the start of your next turn.
Arctic Storm
Starting at 14th level, the power of your icy aura reaches its apex. Its radius increases to 15 ft. On a failed save against your bonus action, the target loses all movement speed instead of half and gains disadvantage on the next saving throw they make before the effect ends.
when in an undead state, your vitality blast ignores resistance to cold damage and treats immunity as resistance.
Form of Wind
WHOOOOSH
Shifty Winds
Starting at 2nd level, when in your non-undead state, you may use your elemental proficiency ability on any spell that deals force damage. You may also cast vitality blast with force damage.
additionally, when you enter your undead state, you gain the following abilities:
Increased Vitality You lose all spellcasting granted by this class except for vitality burst. The damage for vitality burst becomes force, it becomes a melee spell attack, you may add your constitution modifier to its damage, and d6s become d10s.
Strong Skin You may calculate your AC as if you have cast the "Mage armor" spell.
Shifty Winds You may use your bonus action to take the dash or disengage action. additionally, your attacks push the targeted enemy back 5 ft.
Tornado Warning
Starting at 5th level, when in your non-undead state, if you choose force damage for your vitality blast, your attack pushes the targeted enemy back 10 ft.
Additionally, your attacks push enemies back 10 ft when in an undead state when they deal force damage. You may also use your reaction to give a ranged attack targeting you disadvantage. You may use this ability a number of times equal to your proficiency bonus and expended uses regenerate on a long rest or a short rest where you gain a life.
Full Blown Hurricane
Starting at 14th level, when in an undead state, all ranged attacks are rolled at disadvantage when targeting you. You may now use your reaction to impose disadvantage on a ranged attack that is targeting any creature of your choice within 30 ft of you. You still may only use this reaction a number of times equal to your proficiency bonus.