Undead World Session Zero

I want you to thinkle on these things, and in the meantime, I’ll work on how the first adventure will go. It’ll be something small, maybe even one session. If you want me to clarify something, answer a question about the world, or some other bullshit, then too bad fuck you haha please text me.

Ask Youselfs

-How did you die?

-How old were you when you died?

-How long have you been dead?

-Did you gain all your class levels while alive, all while undead, or a mix of both? (If multiclassing, consider if you started taking levels in your second class after you died)

-How long have you been working with the Pandvale Protection Guild? (It’s named for the town you’ll be in for most of the early game, suck my butt if you don’t like that guild name)

Undead Past Life Traits:

For each racial trait you choose (other than the proficiencies and resistances), you must remove an undead subrace trait other than Bloodless/Poison Resilience. Special circumstances may apply. Withering Touch and racial unarmed strike abilities can not co-exist.

Oh yeah, and your Undead character can have a background now. No backgrounds is stupid and would require me to do a bunch of tedious finagling on my character sheet app, so fuck it.

[Exempt] = This trait is considered a freebie. You do not have to remove an undead trait to have it.



Aarakocra:

+2 Dex or Wis
Size: Medium
Speed: 25 feet
Language: Auran

Flight: You gain a flying speed of 50 feet. In exchange, however, you can take no undead subrace traits other than Bloodless/Poison Resilience.

Talons: Unarmed strike proficiency. 1d4 Slashing. Choosing this trait as a Skeleton changes Bone to Pick's damage type to Slashing.



Aasimar:

+2 Cha, Wis, Con, or Str
(Cha=default, Wis=Protector, Con=Scourge, Str=Fallen)
Size: Medium
Speed: 30 feet
Language: Celestial

Celestial Resistance: Nullifies vulnerability to radiant damage, grants total immunity to necrotic damage. [Exempt]

Healing Hands: Once between long rests, you can touch a creature to heal it by a number of hit points equal to your level.

Light Bearer: You know the Light cantrip. Charisma is your spellcasting ability for it.

3rd Level Transformation: In exchange for one of the Aasimar subrace transformations, you can take no undead subrace traits other than Bloodless/Poison Resilience.



Dragonborn

+2 Str or Cha
Size: Medium
Speed: 30 feet
Language: Draconic

Breath Weapon: Regardless of your Draconic Ancestry, your breath now deals necrotic damage. Choosing this trait as a Skeleton replaces Bone to Pick.



Dwarf

+2 Con, Str, or Wis
(Con=default, Str=Mountain/Duergar, Wis=Hill)
Size: Medium
Speed: 25 feet
Language: Dwarvish

Dwarven Training: Proficiency with battleaxe, handaxe, light hammer, and warhammer; choice of Smith's Tools, Brewer's Supplies, or Mason's Tools. [Exempt]

Stonecunning: For History checks related to stonework, you are considered double proficient. [Exempt]

(Hill) Dwarven Resilience: Hitpoint maximum increases by one with each level. Choosing this trait as a Zombie replaces Tough to Kill.

(Mountain) Dwarven Armor Training: Proficiency with light and medium armor. [Exempt]

(Duergar) Magic: Advantage on saving throws against being charmed or paralyzed. At 3rd level, you can cast Enlarge on yourself; at 5th level, Invisibility. You cannot cast them in direct sunlight. Intelligence is your spellcasting ability for these spells. You can use these spells once between long rests.



Elf:

+2 Dex, Cha, Int, Con, or Wis
(Dex=default, Cha=Drow/Eladrin, Int=High, Con=Sea/Shadar-kai, Wis=Wood)
Size: Medium
Speed: 30 feet (Wood: 35 feet)
Language: Elvish (High: Extra language; Sea: Aquan)

Keen Senses: Proficiency in Perception. [Exempt]

Fey Ancestry: Advantage on saving throws against being charmed.

(Drow) Magic: You know the Dancing Lights cantrip. At 3rd level, you can cast Faerie Fire once per day. At 5th level, you can cast Darkness once per day. Charisma is your spellcasting ability for these spells.
(Drow) Weapon Training: Proficiency with rapiers, shortswords, and hand crossbows. [Exempt]

(Eladrin) Fey Step: Once between short/long rests, you can teleport up to 30 feet. Your season is permanently Winter. At 3rd level, Fey Step causes a creature of your choice within 5 feet of you to succeed a Wisdom saving throw or be frightened of you until next turn.

(High) Elf Weapon Training: Proficiency with longswords, shortswords, shortbows, and longbows. [Exempt]
(High) Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for this spell.

(Sea) Elf Weapon Training: Proficiency with spears, tridents, light crossbows, and nets. [Exempt]
(Sea) Child of the Sea: Swimming speed of 30 feet, breathe air and water.
(Sea) Friend of the Sea: Communicate simple ideas with Small or smaller beasts that have a natural swimming speed.

(Shadar-kai) Necrotic Resistance: You are immune to necrotic damage. [Exempt]
(Shadar-kai) Blessing of the Raven Queen: As a bonus action, you can teleport up to 30 feet. At 3rd level, teleporting grants you resistance to all damage until the start of your next turn. You can use this once between long rests.

(Wood) Elf Weapon Training: Proficiency with longswords, shortswords, shortbows, and longbows. [Exempt]
(Wood) Mask of the Wild: You can attempt to hide even when only slightly obscured by natural phenomena.



Firbolg:

+2 Wis or Str
Size: Medium
Speed: 30 feet
Language: Elvish and Giant

Firbolg Magic: You can cast Detect Magic or Disguise Self once between short/long rests. This version of Disguise Self allows you to seem up to 3 feet shorter.

Hidden Step: As a bonus action, you can turn invisible until the start of your next turn or until you attack, roll damage, or force someone to make a saving throw. You can use this once between short/long rests.

Powerful Build: You count as one size larger when determining carrying capacity. [Exempt]

Speech of Beast and Leaf: You can communicate in a limited manner with beasts and plants. They can understand you, but you have no special means of understanding them. You have advantage on Charisma checks to influence them.



-Genasi:

+2 Con, Dex, Str, Int, or Wis
(Con=default, Dex=Air, Str=Earth, Int=Fire, Wis=Water)
Size: Medium
Speed: 30 feet
Language: Primordial

(Air) Mingle With the Wind: You can cast Levitate without material components once between long rests. Constitution is your spellcasting ability for this spell.

(Earth) Walk: Move across difficult terrain made of earth or stone without expending extra movement. [Exempt]
(Earth) Merge With Stone: You can cast Pass Without Trace without material components once between long rests. Constitution is your spellcasting ability for this spell.

(Fire) Resistance: Resistance to fire damage. [Exempt]
(Fire) Reach to the Blaze: You know the Produce Flame cantrip. At 3rd Level, you can cast Burning Hands without material components once between long rests. Constitution is your spellcasting ability for these spells.

(Water) Acid Resistance: Resistance to acid damage. [Exempt]
(Water) Amphibious: You can breathe air and water. [Exempt]
(Water) Swim: Swimming speed of 30 feet.
(Water) Call to the Wave: You know the Shape Water cantrip. At 3rd level, you can cast Create or Destroy Water without material components once between long rests. Constitution is your spellcasting ability for these spells.



-Gnome:

+2 Int, Dex, or Con
(Int=default, Dex=Deep/Forest, Con=Rock)
Size: Small
Speed: 25 feet
Language: Gnomish (Deep: Undercommon)

Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. [Exempt]

(Deep) Stone Camouflage: Advantage on Stealth checks to hide in rocky terrain.

(Forest) Natural Illusionist: You know the Minor Illusion cantrip. Intelligence is your spellcasting ability for this spell.
(Forest) Speak With Small Beasts: You can communicate simple ideas with small or smaller beasts.

(Rock) Artificer's Lore: For History checks related to magic items, alchemical objects, or technological devices, you are considered double proficient. [Exempt]



-Goblin:

+2 Dex or Con
Size: Small
Speed: 30 feet
Language: Goblin

Fury of the Small: You can cause extra damage equal to your level when you cause damage to creatures of a larger size than you with an attack or spell once between long rests.

Nimble Escape: You can Disengage or Hide as a bonus action.



-Goliath:

+2 Str or Con
Size: Medium
Speed: 30 feet
Language: Giant

Natural Athlete: Proficiency in Athletics. [Exempt]

Stone's Endurance: Once between short/long rests, you can use a reaction to reduce damage by 1d12 plus your Constitution modifier.

Powerful Build: You count as one size larger when determining carrying capacity. [Exempt]

Mountain Born: You're acclimated to high elevations and cold climates. [Exempt]



-Halfling:

+2 Dex, Cha, Con, or Wis
(Dex=default, Cha=Lightfoot, Con=Stout, Wis=Ghostwise)
Size= Small
Speed= 25 feet
Language: Halfling

Lucky: When you roll a 1 on a d20 for an attack roll, ability check, or saving throw, you can reroll.

Brave: Advantage on saving throws against being frightened. [Exempt]

Halfling Nimbleness: You can move through the space of any creature that is of a size larger than you.

(Lightfoot) Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature of a size larger than you.

(Ghostwise) Silent Speech: You can speak telepathically to any single creature within 30 feet. The creature must share a language with you to understand.



-Half-elf:

+2 any stat
Size: Medium
Speed: 30 feet
Language: Elvish

Fey Ancestry: Advantage on saving throws against being charmed.

Skill Versatility: Proficiency in 2 skills of your choice. [Exempt]



-Half-orc:

+2 Str or Con
Size: Medium
Speed: 30 feet
Language: Orc

Menacing: Proficiency in Intimidation. [Exempt]

Relentless Endurance: When reduced to 0 hit points, but not killed, you can drop to 1 hit point instead. Can only be used once between long rests. Choosing this trait as a Zombie or Revenant replaces Unnatural Vitality.

Savage Attacks: When you score a critical hit with a melee weapon, you can roll one of the weapon's damage die an additional time and add it to the total damage of the critical.



-Human:

+1 to 3 stats other than your undead subrace stat
Size: Medium
Speed: 30 feet
Language: one extra



-Kenku:

+2 Dex or Wis
Size: Medium
Speed: 30 feet
Language: Auran

Expert Forgery: You can duplicate other creatures' handwriting and craftwork. Advantage on checks to produce forgeries or duplicates of existing objects.

Kenku Training: Proficiency in your choice of two of the following: Acrobatics, Deception, Stealth, and Sleight of Hand. [Exempt]

Mimicry: You can only speak through repeating sounds you have heard, including voices. Creatures can make Insight checks against your Deception to tell if the sound you make is an imitation. [Exempt]



-Orc:

+2 Str or Con
Size: Medium
Speed: 30 feet
Language: Orc

Aggressive: As a bonus action, you can move up to your speed toward an enemy of your choice that you see or hear. You must end this move closer to the enemy.

Menacing: Proficiency in Intimidation. [Exempt]

Powerful Build: You count as one size larger when determining carrying capacity. [Exempt]



-Tabaxi:

+2 Dex or Cha
Size: Medium
Speed: 30 feet
Language: one extra

Feline Agility: When you move on your turn in combat, you can double your movement speed until the end of that turn. You cannot use this again until you spend a turn moving 0 feet.

Cat's Claws: Climbing speed of 20 feet. In addition, your claws can deal 1d4 plus your Strength modifier in slashing damage. Choosing this trait as a Skeleton changes Bone to Pick's damage type to slashing.

Cat's Talent: Proficiency in Perception and Stealth. [Exempt]



-Tiefling:

+2 Int or Cha
Size: Medium
Speed: 30 feet
Language: Infernal

Hellish Resistance: Resistance to fire damage.

Infernal Legacy: You know the Thaumaturgy cantrip. At 3rd level, you can cast Hellish Rebuke as a 2nd-level spell once between long rests. At 5th level, you can cast Darkness once between long rests. Charisma is your spellcasting ability for these spells.



-Tortle:

+2 Str or Wis
Size: Medium
Speed: 30 feet
Language: Aquan

Claws: Your claws can deal 1d4 plus your Strength modifier in slashing damage. Choosing this trait as a Skeleton changes Bone to Pick's damage type to slashing.

Natural Armor: Your base AC is 17, but armor and Dexterity do not affect it. Shields add to your AC as normal.

Shell Defense: You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC and advantage on Strength and Constitution saving throws. While in your shell, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, and can't take reactions. The only action you can take is a bonus action to emerge from your shell.

Survival Instinct: Proficiency in Survival. [Exempt]

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