Voadam
Legend
Underworld Player's Guide for 5th Edition
5e
Undead, Undead Creature: ?
Undead Master: ?
Undead Lord: ?
Undead Servitor: ?
Undead Follower: ?
Brave Undead: ?
Undead Prince: ?
Undead Deserter: ?
Hostile Undead Creature: ?
Undead Beast: ?
Undead Companion: To aid them in their tasks and to stave off a bit of the loneliness their role can bring, imperial hunters often create and train undead companions to fight and hunt beside them.
Imperial Hunter Ranger Archetype Undead Companion power.
Undead Beast Companion: Imperial Hunters are most often found with ghoul bat companions, but some prefer the company of other undead beasts. As an Imperial Hunter, you can infuse the body of a deceased Medium or smaller beast that has a challenge rating of 1/4 or lower with some of your necrotic essence. This procedure makes that creature your undead companion in place of the ghoul bat that is common to Imperial Hunters.
Hungering Undead: ?
Undead Mouse: ?
Incorporeal Undead Creature: ?
Animated Body: Not Dead Yet spell.
Ghost: ?
Ghoul, Ordinary Ghoul, True Ghoul: Both ordinary ghouls and darakhul arise from the infected corpses of other races.
Ghoul Defector: ?
Iron Ghoul: ?
Imperial Ghoul: ?
Sarastran Ghoul: ?
Ghoul Slaver: ?
Ghoul Bat, Undead Ghoul Bat: ?
Ghoul Bat, Undead Beast: ?
Ghoul Bat Companion: ?
Ghoul Imperium Deserter: ?
Ghoulish Citizen: ?
Ghoulish Master: ?
Ghoul Emperor: ?
Ghoul King: ?
Necrophage Ghast: ?
Shade: Life leaves echoes in its wake, whether crumbled remnants of a bygone civilization, tales of heroes and gods that spawn new beliefs, or even the echo of an individual soul left behind to haunt the living world. The world of Midgard is no stranger to ghosts and specters that linger beyond death, but sometimes a person’s passion, purpose, and will to live are so strong, their tie to the living world so unbreakable, that their memories create a vessel for their soul after their body dies. These people are called shades. Shades can arise from any living race.
There are rumors of darakhul or other undead leaving shades behind after destruction, but there are no reliable accounts of such a creature. It is more likely that an undead creature with strong enough will to become a shade becomes a shade of the race they were in true life.
Their bodies are a memory of who they once were, inhabited and quickened by the presence of their soul.
The strength of a shade’s memory of themselves and their place in life is the core of their being.
The largest known concentration of shades has arisen relatively recently in the conquered kingdom of Krakovar. The death that swept from the vampires to the south and their ghoulish allies that boiled up from the earth’s crevices created the perfect conditions for shades to arise.
Because they can arise from any people, shades come from all corners of Midgard and from all walks of life. Station and wealth are no guarantee to help one linger on after the body’s death either.
Newer Shade: ?
Siwali Shade: ?
Traveling Shade: ?
More Established Shade: ?
Krakovan Shade: ?
Ancient Shade: ?
Shade, Living Echo: ?
Shadow: ?
Skeleton: ?
Specter: ?
Vampire: ?
Vampire, Foul Beast: ?
Vampire, Undead Partner: ?
Hungry Vampire: ?
Vampire, Undead Abomination: ?
Vampire, Parasite, Thief: ?
Vampire Ruler: ?
Vampiric Parent, Beast: ?
Vampire, Undead Forebear, Evil Blood-Sucking Monster: ?
True Vampire Patron: ?
Powerful Vampire: ?
Vampire Progenitor: ?
Vampire Ally: ?
Vampire Spawn: Curse of the Grave spell.
Will-o'-Wisp: ?
Wraith, Incorporeal Undead Creature: ?
Zombie: ?
Darakhul, The People: Both ordinary ghouls and darakhul arise from the infected corpses of other races.
Before the terrible scourge of darakhul fever transformed you into an undead creature, you belonged to another race.
Hesstia Daarmirve, Darakhul, Smart Fierce Individual, Persuasive Dragonborn Darakhul: ?
Darakhul Mage: ?
Darakhul Shadowmancer: ?
Darakhul Knight: ?
Darakhul Blood Mage: ?
Darakhul Black Knight Commander: ?
Darakhul Defector: ?
Subservient Darakhul: ?
Tyrik Benion, Dwarf Darakhul Graveslayer: The most notable of these recruits is Tyrik Benion, a dwarf darakhul graveslayer who at a young age found his parents brutally murdered by a hungry vampire. Vowing vengeance, Tyrik devoted his life to the destruction of these undead abominations. After numerous foiled attempts to kill the vampire and with a wake of dead innocents behind him, Tyrik was approached by Hesstia herself. The persuasive dragonborn darakhul offered the dispirited dwarf a chance to continue his crusade against his hated vampire foes. Forever.
Darakhul, Undead Diplomat: ?
Adventuring Darakhul: ?
Darakhul, Ravenous Undead: ?
Derro Heritage Darakhul: ?
Dragonborn Heritage Darakhul: Your darakhul character was a dragonborn before transforming into a darakhul. The dark power of undeath overwhelmed your elemental nature, replacing it with the foul energy of death.
Drow Heritage Darakhul: ?
Dwarf Heritage Darakhul: Your darakhul character was a dwarf before transforming into a darakhul. The hum of the earth, the tranquility of the stone and the dust, drained from you as the darakhul fever overwhelmed your once-resilient body.
Elf Heritage Darakhul: ?
Shadow Fey Heritage Darakhul: ?
Gnome Heritage Darakhul: ?
Halfling Heritage Darakhul: ?
Human Heritage Darakhul: ?
Elfmarked Heritage Darakhul: ?
Kobold Heritage Darakhul: ?
Ravenfolk Heritage Darakhul: ?
Tiefling Heritage Darakhul: ?
Trollkin Heritage Darakhul: ?
Darakhul Spy: ?
Darakhul Ranger: ?
Deathwisp: ?
Shroud: ?
Spectral Guardian, Incorporeal Undead Creature: ?
Swarm of Wolf Spirits, Incorporeal Undead Creature: ?
Angry Spirit: ?
Spirit: ?
Restless Spirit: If no one steps forward to ensure the dead are interred, we will be awash in restless spirits.
NOT DEAD YET
4th-level necromancy (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a cloth doll filled with herbs and diamond dust worth 100 gp)
Duration: Concentration, up to 1 hour
You cast this spell while touching the cloth doll against the intact corpse of a Medium or smaller humanoid that died within the last hour. At the end of the casting, the body reanimates as an undead creature under your control. While the spell lasts, your consciousness resides in the animated body. You can use an action to manipulate the body’s limbs in order to make it move, and you can see and hear through the body’s eyes and ears, but your own body becomes unconscious. The animated body can neither attack nor defend itself. This spell doesn’t change the appearance of the corpse, so further measures might be needed if the body is to be used in a way that involves fooling observers into believing it’s still alive. The spell ends instantly, and your consciousness returns to your body, if either your real body or the animated body takes any damage.
You can’t use any of the target’s abilities except for nonmagical movement and darkvision. You don’t have access to its knowledge, proficiencies, or anything else that was held in its now dead mind, and you can’t make it speak.
CURSE OF THE GRAVE
7th-level necromancy
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a pinch of dirt from a freshly dug grave)
Duration: Until dispelled
You tap your connection to death to curse a humanoid, making the grim pull of the grave stronger on that creature’s soul.
Choose one humanoid you can see within range. The target must succeed on a Constitution saving throw or become cursed. A remove curse spell or similar magic ends this curse. While cursed in this way, the target suffers the following effects:
The target fails death saving throws on any roll but a 20.
If the target dies while cursed, it rises 1 round later as a vampire spawn under your control and is no longer cursed.
The target, as a vampire spawn, seeks you out in an attempt to serve its new master. You can have only one vampire spawn under your control at a time through this spell. If you create another, the existing one turns to dust. If you or your companions do anything harmful to the target, it can make a Wisdom saving throw. On a success, it is no longer under your control.
UNDEAD COMPANION
Starting at 3rd level, you gain a ghoul bat as an undead companion that accompanies you on your adventures and is trained to fight alongside you.
Alternatively, you can infuse the body of a deceased Medium or smaller beast that has a challenge rating of 1/4 or lower with some of your necrotic essence, making the beast your undead companion instead of the ghoul bat. This process takes 8 hours and can be done during a long rest. See the Undead Beast Companion sidebar for the beast’s adjusted statistics after you infuse it with your necrotic essence.
5e
Undead, Undead Creature: ?
Undead Master: ?
Undead Lord: ?
Undead Servitor: ?
Undead Follower: ?
Brave Undead: ?
Undead Prince: ?
Undead Deserter: ?
Hostile Undead Creature: ?
Undead Beast: ?
Undead Companion: To aid them in their tasks and to stave off a bit of the loneliness their role can bring, imperial hunters often create and train undead companions to fight and hunt beside them.
Imperial Hunter Ranger Archetype Undead Companion power.
Undead Beast Companion: Imperial Hunters are most often found with ghoul bat companions, but some prefer the company of other undead beasts. As an Imperial Hunter, you can infuse the body of a deceased Medium or smaller beast that has a challenge rating of 1/4 or lower with some of your necrotic essence. This procedure makes that creature your undead companion in place of the ghoul bat that is common to Imperial Hunters.
Hungering Undead: ?
Undead Mouse: ?
Incorporeal Undead Creature: ?
Animated Body: Not Dead Yet spell.
Ghost: ?
Ghoul, Ordinary Ghoul, True Ghoul: Both ordinary ghouls and darakhul arise from the infected corpses of other races.
Ghoul Defector: ?
Iron Ghoul: ?
Imperial Ghoul: ?
Sarastran Ghoul: ?
Ghoul Slaver: ?
Ghoul Bat, Undead Ghoul Bat: ?
Ghoul Bat, Undead Beast: ?
Ghoul Bat Companion: ?
Ghoul Imperium Deserter: ?
Ghoulish Citizen: ?
Ghoulish Master: ?
Ghoul Emperor: ?
Ghoul King: ?
Necrophage Ghast: ?
Shade: Life leaves echoes in its wake, whether crumbled remnants of a bygone civilization, tales of heroes and gods that spawn new beliefs, or even the echo of an individual soul left behind to haunt the living world. The world of Midgard is no stranger to ghosts and specters that linger beyond death, but sometimes a person’s passion, purpose, and will to live are so strong, their tie to the living world so unbreakable, that their memories create a vessel for their soul after their body dies. These people are called shades. Shades can arise from any living race.
There are rumors of darakhul or other undead leaving shades behind after destruction, but there are no reliable accounts of such a creature. It is more likely that an undead creature with strong enough will to become a shade becomes a shade of the race they were in true life.
Their bodies are a memory of who they once were, inhabited and quickened by the presence of their soul.
The strength of a shade’s memory of themselves and their place in life is the core of their being.
The largest known concentration of shades has arisen relatively recently in the conquered kingdom of Krakovar. The death that swept from the vampires to the south and their ghoulish allies that boiled up from the earth’s crevices created the perfect conditions for shades to arise.
Because they can arise from any people, shades come from all corners of Midgard and from all walks of life. Station and wealth are no guarantee to help one linger on after the body’s death either.
Newer Shade: ?
Siwali Shade: ?
Traveling Shade: ?
More Established Shade: ?
Krakovan Shade: ?
Ancient Shade: ?
Shade, Living Echo: ?
Shadow: ?
Skeleton: ?
Specter: ?
Vampire: ?
Vampire, Foul Beast: ?
Vampire, Undead Partner: ?
Hungry Vampire: ?
Vampire, Undead Abomination: ?
Vampire, Parasite, Thief: ?
Vampire Ruler: ?
Vampiric Parent, Beast: ?
Vampire, Undead Forebear, Evil Blood-Sucking Monster: ?
True Vampire Patron: ?
Powerful Vampire: ?
Vampire Progenitor: ?
Vampire Ally: ?
Vampire Spawn: Curse of the Grave spell.
Will-o'-Wisp: ?
Wraith, Incorporeal Undead Creature: ?
Zombie: ?
Darakhul, The People: Both ordinary ghouls and darakhul arise from the infected corpses of other races.
Before the terrible scourge of darakhul fever transformed you into an undead creature, you belonged to another race.
Hesstia Daarmirve, Darakhul, Smart Fierce Individual, Persuasive Dragonborn Darakhul: ?
Darakhul Mage: ?
Darakhul Shadowmancer: ?
Darakhul Knight: ?
Darakhul Blood Mage: ?
Darakhul Black Knight Commander: ?
Darakhul Defector: ?
Subservient Darakhul: ?
Tyrik Benion, Dwarf Darakhul Graveslayer: The most notable of these recruits is Tyrik Benion, a dwarf darakhul graveslayer who at a young age found his parents brutally murdered by a hungry vampire. Vowing vengeance, Tyrik devoted his life to the destruction of these undead abominations. After numerous foiled attempts to kill the vampire and with a wake of dead innocents behind him, Tyrik was approached by Hesstia herself. The persuasive dragonborn darakhul offered the dispirited dwarf a chance to continue his crusade against his hated vampire foes. Forever.
Darakhul, Undead Diplomat: ?
Adventuring Darakhul: ?
Darakhul, Ravenous Undead: ?
Derro Heritage Darakhul: ?
Dragonborn Heritage Darakhul: Your darakhul character was a dragonborn before transforming into a darakhul. The dark power of undeath overwhelmed your elemental nature, replacing it with the foul energy of death.
Drow Heritage Darakhul: ?
Dwarf Heritage Darakhul: Your darakhul character was a dwarf before transforming into a darakhul. The hum of the earth, the tranquility of the stone and the dust, drained from you as the darakhul fever overwhelmed your once-resilient body.
Elf Heritage Darakhul: ?
Shadow Fey Heritage Darakhul: ?
Gnome Heritage Darakhul: ?
Halfling Heritage Darakhul: ?
Human Heritage Darakhul: ?
Elfmarked Heritage Darakhul: ?
Kobold Heritage Darakhul: ?
Ravenfolk Heritage Darakhul: ?
Tiefling Heritage Darakhul: ?
Trollkin Heritage Darakhul: ?
Darakhul Spy: ?
Darakhul Ranger: ?
Deathwisp: ?
Shroud: ?
Spectral Guardian, Incorporeal Undead Creature: ?
Swarm of Wolf Spirits, Incorporeal Undead Creature: ?
Angry Spirit: ?
Spirit: ?
Restless Spirit: If no one steps forward to ensure the dead are interred, we will be awash in restless spirits.
NOT DEAD YET
4th-level necromancy (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a cloth doll filled with herbs and diamond dust worth 100 gp)
Duration: Concentration, up to 1 hour
You cast this spell while touching the cloth doll against the intact corpse of a Medium or smaller humanoid that died within the last hour. At the end of the casting, the body reanimates as an undead creature under your control. While the spell lasts, your consciousness resides in the animated body. You can use an action to manipulate the body’s limbs in order to make it move, and you can see and hear through the body’s eyes and ears, but your own body becomes unconscious. The animated body can neither attack nor defend itself. This spell doesn’t change the appearance of the corpse, so further measures might be needed if the body is to be used in a way that involves fooling observers into believing it’s still alive. The spell ends instantly, and your consciousness returns to your body, if either your real body or the animated body takes any damage.
You can’t use any of the target’s abilities except for nonmagical movement and darkvision. You don’t have access to its knowledge, proficiencies, or anything else that was held in its now dead mind, and you can’t make it speak.
CURSE OF THE GRAVE
7th-level necromancy
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a pinch of dirt from a freshly dug grave)
Duration: Until dispelled
You tap your connection to death to curse a humanoid, making the grim pull of the grave stronger on that creature’s soul.
Choose one humanoid you can see within range. The target must succeed on a Constitution saving throw or become cursed. A remove curse spell or similar magic ends this curse. While cursed in this way, the target suffers the following effects:
The target fails death saving throws on any roll but a 20.
If the target dies while cursed, it rises 1 round later as a vampire spawn under your control and is no longer cursed.
The target, as a vampire spawn, seeks you out in an attempt to serve its new master. You can have only one vampire spawn under your control at a time through this spell. If you create another, the existing one turns to dust. If you or your companions do anything harmful to the target, it can make a Wisdom saving throw. On a success, it is no longer under your control.
UNDEAD COMPANION
Starting at 3rd level, you gain a ghoul bat as an undead companion that accompanies you on your adventures and is trained to fight alongside you.
Alternatively, you can infuse the body of a deceased Medium or smaller beast that has a challenge rating of 1/4 or lower with some of your necrotic essence, making the beast your undead companion instead of the ghoul bat. This process takes 8 hours and can be done during a long rest. See the Undead Beast Companion sidebar for the beast’s adjusted statistics after you infuse it with your necrotic essence.