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General Tabletop Discussion
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have we had a player race of undead?
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<blockquote data-quote="Dausuul" data-source="post: 8875831" data-attributes="member: 58197"><p>As far as healing undead goes, one solution would be an ability like this:</p><p></p><p><strong><em>Life Drain: </em></strong><em>As an action, when you are within 5 feet of a creature that is not undead or a construct, you can drain some of its life-force to heal yourself. An unwilling target can make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) to negate the effect. The target takes necrotic damage equal to twice your proficiency bonus, and you regain hit points equal to the amount lost. You can use this ability even when incapacitated or unconscious.</em></p><p></p><p>This would allow the undead PC to benefit indirectly from healing magic (you drain life from your buddy, then the cleric heals your buddy), without requiring a change to how healing magic works. It's thematically appropriate to the "parasitic" undead, and it makes things interesting when you go to zero hit points -- any of your allies can revive you, and it doesn't cost them an action*, but they have to get next to you and stay there till your turn. Or you can try to revive yourself unaided by targeting an enemy... but if you fail, you're likely to get whacked for an automatic crit and two failed death saves.</p><p></p><p><span style="font-size: 12px">*It does cost <em>you</em> an action, of course; you will always lose a turn when reduced to zero hit points. This strikes me as more feature than bug, but YMMV.</span></p><p></p><p></p><p>Yes, that is true. One could also have a scenario where a necromancer with good intentions recklessly raises an army of undead to defend their kingdom against an invader, and then the necromancer is slain and the undead turn on both sides, slaughtering them all. This scenario would fall apart if the minions <em>weren't</em> at risk of running amok.</p><p></p><p>Any given piece of lore supports some storylines and interferes with others.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 8875831, member: 58197"] As far as healing undead goes, one solution would be an ability like this: [B][I]Life Drain: [/I][/B][I]As an action, when you are within 5 feet of a creature that is not undead or a construct, you can drain some of its life-force to heal yourself. An unwilling target can make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) to negate the effect. The target takes necrotic damage equal to twice your proficiency bonus, and you regain hit points equal to the amount lost. You can use this ability even when incapacitated or unconscious.[/I] This would allow the undead PC to benefit indirectly from healing magic (you drain life from your buddy, then the cleric heals your buddy), without requiring a change to how healing magic works. It's thematically appropriate to the "parasitic" undead, and it makes things interesting when you go to zero hit points -- any of your allies can revive you, and it doesn't cost them an action*, but they have to get next to you and stay there till your turn. Or you can try to revive yourself unaided by targeting an enemy... but if you fail, you're likely to get whacked for an automatic crit and two failed death saves. [SIZE=3]*It does cost [I]you[/I] an action, of course; you will always lose a turn when reduced to zero hit points. This strikes me as more feature than bug, but YMMV.[/SIZE] Yes, that is true. One could also have a scenario where a necromancer with good intentions recklessly raises an army of undead to defend their kingdom against an invader, and then the necromancer is slain and the undead turn on both sides, slaughtering them all. This scenario would fall apart if the minions [I]weren't[/I] at risk of running amok. Any given piece of lore supports some storylines and interferes with others. [/QUOTE]
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