Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Undead Origins
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Voadam" data-source="post: 8403586" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/234910/Arcanis-5E-Campaign-Setting?affiliate_id=17596" target="_blank">Arcanis 5E Campaign Setting</a></p><p>5e</p><p><strong>Undead, Soulless Dead:</strong> These are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic, some unholy curse, or the blessing of Neroth, the God of Death.</p><p><strong>Undead Val'Mordane:</strong> Val'Mordane bloodline Neroth's Embrace rank 5 power.</p><p><strong>Undead Aspect of Neroth:</strong> Aspect of Neroth Neroth's Gift power.</p><p><strong>Undead Deathbringer of Neroth:</strong> Deathbringer of Neroth Neroth's Gift power.</p><p><strong>Shade, Bodiless Soul:</strong> Shades are restless souls who refuse or are unable to return to Beltine’s Caldron until some business or deed remains unfinished.</p><p>When souls do go astray and remain upon the Mortal Realm as shades, ghosts, specters, wraiths, and other non-corporeal entities, it is the Beltinian priests that are called to lay the unquiet spirits to rest. Given the amount of war, disease, and dangers that exist upon Arcanis, many bodies are not given final rites and a proper burial. This causes many ethereal undead to haunt the land and making Beltinian exorcists a common sight.</p><p><strong>Very Dangerous Shade:</strong> Should a dwarf die when he is not in possession of a soul shard, or if a soul shard containing their soul is destroyed, they are either lost to oblivion or, in rare cases, become a very dangerous shade.</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Revenant:</strong> <em>Call Revenant</em> spell.</p><p><strong>Intelligent Undead:</strong> Intelligent undead are created by using the soul of the person as the catalyst that powers the transformation.</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Undead Spawned from Watery Grave:</strong> ?</p><p><strong>Sea-Spawned Undead:</strong> ?</p><p><strong>Incorporeal Undead:</strong> When separated from the physical, souls migrate towards their consigned afterlife, which for humankind is the Cauldron or the Paradise of the Gods. Those who lose their way, or are somehow anchored to the Mortal Realm, manifest in a variety of ways, such as ghosts, wraiths, specters, and other incorporeal undead creatures.</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Undead Ancestor:</strong> ?</p><p><strong>Sentient Undead:</strong> ?</p><p><strong>Ethereal Undead:</strong> When souls do go astray and remain upon the Mortal Realm as shades, ghosts, specters, wraiths, and other non-corporeal entities, it is the Beltinian priests that are called to lay the unquiet spirits to rest. Given the amount of war, disease, and dangers that exist upon Arcanis, many bodies are not given final rites and a proper burial. This causes many ethereal undead to haunt the land and making Beltinian exorcists a common sight.</p><p><strong>Restless Soul:</strong> ?</p><p><strong>Unquiet Spirit:</strong> ?</p><p><strong>Walking Corpse:</strong> ?</p><p><strong>Ghost:</strong> When separated from the physical, souls migrate towards their consigned afterlife, which for humankind is the Cauldron or the Paradise of the Gods. Those who lose their way, or are somehow anchored to the Mortal Realm, manifest in a variety of ways, such as ghosts, wraiths, specters, and other incorporeal undead creatures.</p><p>When souls do go astray and remain upon the Mortal Realm as shades, ghosts, specters, wraiths, and other non-corporeal entities, it is the Beltinian priests that are called to lay the unquiet spirits to rest. Given the amount of war, disease, and dangers that exist upon Arcanis, many bodies are not given final rites and a proper burial. This causes many ethereal undead to haunt the land and making Beltinian exorcists a common sight.</p><p><strong>Aspect of Cadic Shadow:</strong> Aspect of Cadic My Shadow Obeys power.</p><p><strong>Shadow, Regular Shadow:</strong> ?</p><p><strong>Skeletal Warhorse:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Specter:</strong> When separated from the physical, souls migrate towards their consigned afterlife, which for humankind is the Cauldron or the Paradise of the Gods. Those who lose their way, or are somehow anchored to the Mortal Realm, manifest in a variety of ways, such as ghosts, wraiths, specters, and other incorporeal undead creatures.</p><p>When souls do go astray and remain upon the Mortal Realm as shades, ghosts, specters, wraiths, and other non-corporeal entities, it is the Beltinian priests that are called to lay the unquiet spirits to rest. Given the amount of war, disease, and dangers that exist upon Arcanis, many bodies are not given final rites and a proper burial. This causes many ethereal undead to haunt the land and making Beltinian exorcists a common sight.</p><p><strong>Vampire:</strong> ?</p><p><strong>Wraith:</strong> When separated from the physical, souls migrate towards their consigned afterlife, which for humankind is the Cauldron or the Paradise of the Gods. Those who lose their way, or are somehow anchored to the Mortal Realm, manifest in a variety of ways, such as ghosts, wraiths, specters, and other incorporeal undead creatures.</p><p>When souls do go astray and remain upon the Mortal Realm as shades, ghosts, specters, wraiths, and other non-corporeal entities, it is the Beltinian priests that are called to lay the unquiet spirits to rest. Given the amount of war, disease, and dangers that exist upon Arcanis, many bodies are not given final rites and a proper burial. This causes many ethereal undead to haunt the land and making Beltinian exorcists a common sight.</p><p><strong>Zombie, Common Zombie:</strong> ?</p><p></p><p>Call Revenant</p><p>5th-level necromancy</p><p>Secret Spell: Faithful of Neroth</p><p>Casting Time: 10 minutes</p><p>Range: Touch</p><p>Components: V, S, M (a pair of 50 gp silver bracers which are put on the body’s wrists and are not consumed by the casting of the spell.)</p><p>Duration: Instantaneous</p><p>You touch the body of a creature who was murdered within the last 10 hours and utter an oath of vengeance, empowering the soul’s discarded intellect and infusing it with your lord’s power.</p><p>You raise the touched creature as a revenant intent on seeking down and killing the person who caused their death. If your target was aware of the attack and saw the face or know the name of their killer, they will use their innate abilities to hunt them down. Otherwise they will look to you for guidance.</p><p>The revenant’s respite from death is short-lived. It has a number of days equal to your level to find and kill its murderer. Once the time has elapsed, or when the revenant wills it, the revenant instantly decays and turns to dust. The revenant’s equipment, clothing, and the bracers used as the material component of this spell remain.</p><p></p><p>My Shadow Obeys</p><p>Starting at 17th level you may, as an action, animate your own shadow. Your shadow uses the same statistics as a regular shadow with the following exceptions: it cannot create new shadows; its hit points are equal to your maximum hit points; and it adds your Charisma bonus to its Armor Class, attack, and damage rolls.</p><p>This shadow is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any commands that you issue to it (no action required by you as you and your shadow possess a telepathic link with a range of 100 feet). If you don’t issue any commands, your shadow moves to defends you from hostile creatures but otherwise takes no actions </p><p>Your shadow remains in existence for 1 minute. Once you use this feature, you cannot use it again until you complete a short rest.</p><p></p><p>Neroth’s Embrace (Rank 5): The greatest blessing of Neroth does not come lightly, and few receive them with such open arms as the val’Mordane. The journey into unlife carries with it great power and strength, shedding the fears and frailties of the human form in exchange for life everlasting. Though only those closest to Neroth’s teachings truly comprehend this.</p><p>When you gain this bloodline power you become undead. You gain all the racial traits listed in the “Undead Heroes” side bar as well as the following traits:</p><p>Forever Bound To Flesh: Your intellect will never be separated from your mortal vessel. When you reach 0 hit points you become incapacitated instead of unconscious but are still required to make death saving throws, although you do so with advantage. If you fail three death saving throws, you are destroyed. The energy that animated your corporeal form dissipates and your intellect begins to fray at the edges. Revivify and similar magic that restores the living to life has no effect on you.</p><p>If you are destroyed, you can be restored by the animate dead spell or similar magic, as long as it is cast within 1 day of your destruction. To restore you to undeath with a spell requires an additional material component, a black onyx worth 300gp, which is consumed.</p><p>If you are not restored within 1 day of your destruction, your intellect disperses completely and you cease to exist. This duration may be extended with spells such as gentle repose which anchors your intellect to your body for the spells duration.</p><p></p><p>Neroth’s Gift</p><p>At 17th level you become undead. You gain all the racial traits listed in the Undead Heroes side bar as well as the following traits:</p><p>Forever Bound to Flesh: Your intellect will never be separated from your mortal vessel. When you reach 0 hit points you become incapacitated instead of unconscious and make death saving throws as normal. If you fail three death saving throws, you are destroyed. The energy that animates your corporeal form dissipates and your intellect begins to fray at the edges. Revivify and similar magic that restores the living to life has no effect on you.</p><p>If you are destroyed, you can be restored by the animate dead spell or similar magic, as long as it is cast within 1 minute of your destruction. To restore you to undeath in this way requires an additional material component, a black onyx worth 300gp, which is consumed.</p><p>If you are not restored after 1 minute, your intellect disperses completely, and you cease to exist.</p><p></p><p>Neroth’s Gift</p><p>Upon reaching 20th level you receive the Gift of Neroth, you gain all the racial traits listed in the “Undead Heroes” side bar as well as the following traits:</p><p>Forever Bound to Flesh: Your intellect cannot be separated from your mortal vessel. When you reach 0 hit points you become incapacitated instead of unconscious and you make death saving throws as normal. If you fail three death saving throws, you are destroyed. The energy that animates your corporeal form dissipates and your intellect begins to fray at the edges. Revivify and similar magic that restores the living to life has no effect on you.</p><p>If you are destroyed, you can be restored by the animate dead spell or similar magic, as long as it is cast within 1 minute of your destruction. To restore you to undeath in this way requires an additional material component, a black onyx worth 300gp, which is consumed.</p><p>If you are not restored after 1 minute, your intellect disperses completely, and you cease to exist.</p><p>Necrotic Exhaustion: If you use a class feature, racial trait or magic item that would normally cause you to gain a level of exhaustion, you must temporarily bleed off some of the energy animating your corporeal vessel. Instead of gaining a level of exhaustion, your hit point maximum is reduced by 10. This reduction cannot be removed by any means except completing a long rest.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8403586, member: 2209"] [URL=https://www.drivethrurpg.com/product/234910/Arcanis-5E-Campaign-Setting?affiliate_id=17596]Arcanis 5E Campaign Setting[/URL] 5e [b]Undead, Soulless Dead:[/b] These are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic, some unholy curse, or the blessing of Neroth, the God of Death. [b]Undead Val'Mordane:[/b] Val'Mordane bloodline Neroth's Embrace rank 5 power. [b]Undead Aspect of Neroth:[/b] Aspect of Neroth Neroth's Gift power. [b]Undead Deathbringer of Neroth:[/b] Deathbringer of Neroth Neroth's Gift power. [b]Shade, Bodiless Soul:[/b] Shades are restless souls who refuse or are unable to return to Beltine’s Caldron until some business or deed remains unfinished. When souls do go astray and remain upon the Mortal Realm as shades, ghosts, specters, wraiths, and other non-corporeal entities, it is the Beltinian priests that are called to lay the unquiet spirits to rest. Given the amount of war, disease, and dangers that exist upon Arcanis, many bodies are not given final rites and a proper burial. This causes many ethereal undead to haunt the land and making Beltinian exorcists a common sight. [b]Very Dangerous Shade:[/b] Should a dwarf die when he is not in possession of a soul shard, or if a soul shard containing their soul is destroyed, they are either lost to oblivion or, in rare cases, become a very dangerous shade. [b]Mindless Undead:[/b] ? [b]Revenant:[/b] [i]Call Revenant[/i] spell. [b]Intelligent Undead:[/b] Intelligent undead are created by using the soul of the person as the catalyst that powers the transformation. [b]Mindless Undead:[/b] ? [b]Undead Spawned from Watery Grave:[/b] ? [b]Sea-Spawned Undead:[/b] ? [b]Incorporeal Undead:[/b] When separated from the physical, souls migrate towards their consigned afterlife, which for humankind is the Cauldron or the Paradise of the Gods. Those who lose their way, or are somehow anchored to the Mortal Realm, manifest in a variety of ways, such as ghosts, wraiths, specters, and other incorporeal undead creatures. [b]Corporeal Undead:[/b] ? [b]Undead Ancestor:[/b] ? [b]Sentient Undead:[/b] ? [b]Ethereal Undead:[/b] When souls do go astray and remain upon the Mortal Realm as shades, ghosts, specters, wraiths, and other non-corporeal entities, it is the Beltinian priests that are called to lay the unquiet spirits to rest. Given the amount of war, disease, and dangers that exist upon Arcanis, many bodies are not given final rites and a proper burial. This causes many ethereal undead to haunt the land and making Beltinian exorcists a common sight. [b]Restless Soul:[/b] ? [b]Unquiet Spirit:[/b] ? [b]Walking Corpse:[/b] ? [b]Ghost:[/b] When separated from the physical, souls migrate towards their consigned afterlife, which for humankind is the Cauldron or the Paradise of the Gods. Those who lose their way, or are somehow anchored to the Mortal Realm, manifest in a variety of ways, such as ghosts, wraiths, specters, and other incorporeal undead creatures. When souls do go astray and remain upon the Mortal Realm as shades, ghosts, specters, wraiths, and other non-corporeal entities, it is the Beltinian priests that are called to lay the unquiet spirits to rest. Given the amount of war, disease, and dangers that exist upon Arcanis, many bodies are not given final rites and a proper burial. This causes many ethereal undead to haunt the land and making Beltinian exorcists a common sight. [b]Aspect of Cadic Shadow:[/b] Aspect of Cadic My Shadow Obeys power. [b]Shadow, Regular Shadow:[/b] ? [b]Skeletal Warhorse:[/b] ? [b]Skeleton:[/b] ? [b]Specter:[/b] When separated from the physical, souls migrate towards their consigned afterlife, which for humankind is the Cauldron or the Paradise of the Gods. Those who lose their way, or are somehow anchored to the Mortal Realm, manifest in a variety of ways, such as ghosts, wraiths, specters, and other incorporeal undead creatures. When souls do go astray and remain upon the Mortal Realm as shades, ghosts, specters, wraiths, and other non-corporeal entities, it is the Beltinian priests that are called to lay the unquiet spirits to rest. Given the amount of war, disease, and dangers that exist upon Arcanis, many bodies are not given final rites and a proper burial. This causes many ethereal undead to haunt the land and making Beltinian exorcists a common sight. [b]Vampire:[/b] ? [b]Wraith:[/b] When separated from the physical, souls migrate towards their consigned afterlife, which for humankind is the Cauldron or the Paradise of the Gods. Those who lose their way, or are somehow anchored to the Mortal Realm, manifest in a variety of ways, such as ghosts, wraiths, specters, and other incorporeal undead creatures. When souls do go astray and remain upon the Mortal Realm as shades, ghosts, specters, wraiths, and other non-corporeal entities, it is the Beltinian priests that are called to lay the unquiet spirits to rest. Given the amount of war, disease, and dangers that exist upon Arcanis, many bodies are not given final rites and a proper burial. This causes many ethereal undead to haunt the land and making Beltinian exorcists a common sight. [b]Zombie, Common Zombie:[/b] ? Call Revenant 5th-level necromancy Secret Spell: Faithful of Neroth Casting Time: 10 minutes Range: Touch Components: V, S, M (a pair of 50 gp silver bracers which are put on the body’s wrists and are not consumed by the casting of the spell.) Duration: Instantaneous You touch the body of a creature who was murdered within the last 10 hours and utter an oath of vengeance, empowering the soul’s discarded intellect and infusing it with your lord’s power. You raise the touched creature as a revenant intent on seeking down and killing the person who caused their death. If your target was aware of the attack and saw the face or know the name of their killer, they will use their innate abilities to hunt them down. Otherwise they will look to you for guidance. The revenant’s respite from death is short-lived. It has a number of days equal to your level to find and kill its murderer. Once the time has elapsed, or when the revenant wills it, the revenant instantly decays and turns to dust. The revenant’s equipment, clothing, and the bracers used as the material component of this spell remain. My Shadow Obeys Starting at 17th level you may, as an action, animate your own shadow. Your shadow uses the same statistics as a regular shadow with the following exceptions: it cannot create new shadows; its hit points are equal to your maximum hit points; and it adds your Charisma bonus to its Armor Class, attack, and damage rolls. This shadow is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any commands that you issue to it (no action required by you as you and your shadow possess a telepathic link with a range of 100 feet). If you don’t issue any commands, your shadow moves to defends you from hostile creatures but otherwise takes no actions Your shadow remains in existence for 1 minute. Once you use this feature, you cannot use it again until you complete a short rest. Neroth’s Embrace (Rank 5): The greatest blessing of Neroth does not come lightly, and few receive them with such open arms as the val’Mordane. The journey into unlife carries with it great power and strength, shedding the fears and frailties of the human form in exchange for life everlasting. Though only those closest to Neroth’s teachings truly comprehend this. When you gain this bloodline power you become undead. You gain all the racial traits listed in the “Undead Heroes” side bar as well as the following traits: Forever Bound To Flesh: Your intellect will never be separated from your mortal vessel. When you reach 0 hit points you become incapacitated instead of unconscious but are still required to make death saving throws, although you do so with advantage. If you fail three death saving throws, you are destroyed. The energy that animated your corporeal form dissipates and your intellect begins to fray at the edges. Revivify and similar magic that restores the living to life has no effect on you. If you are destroyed, you can be restored by the animate dead spell or similar magic, as long as it is cast within 1 day of your destruction. To restore you to undeath with a spell requires an additional material component, a black onyx worth 300gp, which is consumed. If you are not restored within 1 day of your destruction, your intellect disperses completely and you cease to exist. This duration may be extended with spells such as gentle repose which anchors your intellect to your body for the spells duration. Neroth’s Gift At 17th level you become undead. You gain all the racial traits listed in the Undead Heroes side bar as well as the following traits: Forever Bound to Flesh: Your intellect will never be separated from your mortal vessel. When you reach 0 hit points you become incapacitated instead of unconscious and make death saving throws as normal. If you fail three death saving throws, you are destroyed. The energy that animates your corporeal form dissipates and your intellect begins to fray at the edges. Revivify and similar magic that restores the living to life has no effect on you. If you are destroyed, you can be restored by the animate dead spell or similar magic, as long as it is cast within 1 minute of your destruction. To restore you to undeath in this way requires an additional material component, a black onyx worth 300gp, which is consumed. If you are not restored after 1 minute, your intellect disperses completely, and you cease to exist. Neroth’s Gift Upon reaching 20th level you receive the Gift of Neroth, you gain all the racial traits listed in the “Undead Heroes” side bar as well as the following traits: Forever Bound to Flesh: Your intellect cannot be separated from your mortal vessel. When you reach 0 hit points you become incapacitated instead of unconscious and you make death saving throws as normal. If you fail three death saving throws, you are destroyed. The energy that animates your corporeal form dissipates and your intellect begins to fray at the edges. Revivify and similar magic that restores the living to life has no effect on you. If you are destroyed, you can be restored by the animate dead spell or similar magic, as long as it is cast within 1 minute of your destruction. To restore you to undeath in this way requires an additional material component, a black onyx worth 300gp, which is consumed. If you are not restored after 1 minute, your intellect disperses completely, and you cease to exist. Necrotic Exhaustion: If you use a class feature, racial trait or magic item that would normally cause you to gain a level of exhaustion, you must temporarily bleed off some of the energy animating your corporeal vessel. Instead of gaining a level of exhaustion, your hit point maximum is reduced by 10. This reduction cannot be removed by any means except completing a long rest. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Undead Origins
Top