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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 8951907" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/376720/250-Best-Magic-Items-for-Fighters-and-Rogues?affiliate_id=17596" target="_blank">250 Best Magic Items for Fighters and Rogues</a></p><p>5e</p><p><strong>Undead, Undead Creature:</strong> The best curses shouldn’t kill but utterly transform the character in undesirable ways (like slowly turn them undead or into a monster) if not removed in time.</p><p>Amulet of the Haunted Hand magic item.</p><p><strong>Creature Who Does Not Need to Breathe:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Ghast:</strong> If you die while attuned to this [dagger of the dead magic] weapon, you rise as a ghast (MM) in 1d4 rounds.</p><p>If you die while attuned to this [ghoul skin armor magic item], you rise as a ghast (MM) in 1d4 rounds.</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeleton:</strong> Bone Cage magic item.</p><p><strong>Skeletal Creature:</strong> ?</p><p><strong>Wight:</strong> If you die while attuned to this [left hand of the final King magic] item, you rise as a wight (MM) in 1d4 rounds, and any zombies you create as a wight rise in 1 round, not 24 hours.</p><p><strong>Wraith:</strong> If you die while attuned to this [ravaged shadow magic] shield, you rise as a wraith (MM) in 1d4 rounds.</p><p><strong>Zombie:</strong> Hands of the Dead magic item.</p><p></p><p>Amulet of the Haunted Hand</p><p>Wondrous item, uncommon (requires attunement by a fighter or rogue)</p><p>This brass amulet has a skeletal hand in its center.</p><p>Radiates: Enchantment and necromancy magic.</p><p>Power: You gain proficiency in Intelligence (Arcana) and Charisma (Deception, Intimidate). If you are already proficient, you gain a +2 bonus instead.</p><p>Power: You know chill touch, dancing lights, and mage hand and may cast speak with dead once per long rest.</p><p>Curse. When you attune to this amulet, you feel as if cold hands grab your shoulders from behind. One of your hands (your choice) grows cold, the flesh rots away over 10 agonizing minutes, and it becomes skeletal. During this 10 minutes, you are incapacitated (no saving throw). Afterward, your skeletal hand is fully functional, its bones bound by magic.</p><p>You now radiate necromantic magic and your creature type changes to undead from dusk till dawn (for purposes of determining what items or magic can affect, heal, or damage you). While undead, you do not age, effectively doubling your lifespan. Your creature type changes back to your original type during the day, but your hand remains skeletal.</p><p>Special: As a free action, your skeletal hand can radiate a menacing, ghostly purple glow for 10 minutes (concentration required). This sheds bright light in a 10 foot radius and dim light for another 20 feet. It can only be activated at night, underground, or in conditions of dim light. The light always activates at full glow, but you can reduce its radius (as another free action) to shed 5 feet of bright light and another 10 feet of dim light.</p><p>While your ghostly purple glow is active, you gain advantage on Charisma (Deception, Intimidate) checks and on all Charisma checks against evil creatures, fiends, necromancers, undead, and warlocks. In addition, during this time, all your weapons, magic items, spells, and other spell-like abilities also radiate the ghostly purple light for their duration. This is a purely cosmetic effect except as a potential light source.</p><p>You may use this special power a number of times per day equal to your Constitution modifier + your proficiency bonus.</p><p></p><p>Bone Cage</p><p>Armor (breastplate), unique (requires attunement by a fighter or rogue)</p><p>The bones of the damned are ghoulishly grafted into this charred black +2 breastplate.</p><p>Radiates: Abjuration and necromancy magic.</p><p>Power: This armor has no weight; you can add your full Dexterity modifier to your AC.</p><p>Power: You gain immunity to piercing and poison damage and to the poisoned condition. You suffer vulnerability to bludgeoning damage.</p><p>Power: Skeletons and skeletal creatures of CR 4 or less ignore you unless you attack them first.</p><p>Power: You gain advantage on Charisma checks against necromancers, undead, and warlocks.</p><p>Power: You may cast animate dead (skeletons only) as a bonus action a number of times per day equal to your proficiency bonus. You do this by ripping a bone from your armor and throwing it up to 30 feet away into an unoccupied square. The bone immediately grows into a skeleton (MM) under your control, complete with your choice of shortbow or shortsword. If destroyed or the duration ends, you may retrieve the bone and return it to your armor.</p><p>Special: If you are a rogue, you gain proficiency with this armor.</p><p></p><p>Hands of the Dead</p><p>Wondrous item, rare (requires attunement by a fighter or rogue of non-good alignment)</p><p>These gloves are made from human skin. They give anyone that wears them a ghastly appearance.</p><p>Radiates: Enchantment and transmutation magic.</p><p>Power: You may sense the presence of undead within 60 feet so long as you are holding a part of a dead creature.</p><p>Power: You know the chill touch cantrip.</p><p>Power: You may cast bane once per long rest.</p><p>Special: If you are a rogue and you use your Sneak Attack on an enemy, you do an extra 1d6 necrotic damage. If the enemy dies from this necrotic Sneak Attack, they rise as a zombie in 1 round. The zombie remains in existence and under your control for 8 hours or until destroyed. You may raise a single zombie with this power once per long rest.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8951907, member: 2209"] [URL='https://www.drivethrurpg.com/product/376720/250-Best-Magic-Items-for-Fighters-and-Rogues?affiliate_id=17596']250 Best Magic Items for Fighters and Rogues[/URL] 5e [B]Undead, Undead Creature:[/B] The best curses shouldn’t kill but utterly transform the character in undesirable ways (like slowly turn them undead or into a monster) if not removed in time. Amulet of the Haunted Hand magic item. [B]Creature Who Does Not Need to Breathe:[/B] ? [B]Incorporeal Undead:[/B] ? [B]Ghast:[/B] If you die while attuned to this [dagger of the dead magic] weapon, you rise as a ghast (MM) in 1d4 rounds. If you die while attuned to this [ghoul skin armor magic item], you rise as a ghast (MM) in 1d4 rounds. [B]Ghost:[/B] ? [B]Ghoul:[/B] ? [B]Lich:[/B] ? [B]Shadow:[/B] ? [B]Skeleton:[/B] Bone Cage magic item. [B]Skeletal Creature:[/B] ? [B]Wight:[/B] If you die while attuned to this [left hand of the final King magic] item, you rise as a wight (MM) in 1d4 rounds, and any zombies you create as a wight rise in 1 round, not 24 hours. [B]Wraith:[/B] If you die while attuned to this [ravaged shadow magic] shield, you rise as a wraith (MM) in 1d4 rounds. [B]Zombie:[/B] Hands of the Dead magic item. Amulet of the Haunted Hand Wondrous item, uncommon (requires attunement by a fighter or rogue) This brass amulet has a skeletal hand in its center. Radiates: Enchantment and necromancy magic. Power: You gain proficiency in Intelligence (Arcana) and Charisma (Deception, Intimidate). If you are already proficient, you gain a +2 bonus instead. Power: You know chill touch, dancing lights, and mage hand and may cast speak with dead once per long rest. Curse. When you attune to this amulet, you feel as if cold hands grab your shoulders from behind. One of your hands (your choice) grows cold, the flesh rots away over 10 agonizing minutes, and it becomes skeletal. During this 10 minutes, you are incapacitated (no saving throw). Afterward, your skeletal hand is fully functional, its bones bound by magic. You now radiate necromantic magic and your creature type changes to undead from dusk till dawn (for purposes of determining what items or magic can affect, heal, or damage you). While undead, you do not age, effectively doubling your lifespan. Your creature type changes back to your original type during the day, but your hand remains skeletal. Special: As a free action, your skeletal hand can radiate a menacing, ghostly purple glow for 10 minutes (concentration required). This sheds bright light in a 10 foot radius and dim light for another 20 feet. It can only be activated at night, underground, or in conditions of dim light. The light always activates at full glow, but you can reduce its radius (as another free action) to shed 5 feet of bright light and another 10 feet of dim light. While your ghostly purple glow is active, you gain advantage on Charisma (Deception, Intimidate) checks and on all Charisma checks against evil creatures, fiends, necromancers, undead, and warlocks. In addition, during this time, all your weapons, magic items, spells, and other spell-like abilities also radiate the ghostly purple light for their duration. This is a purely cosmetic effect except as a potential light source. You may use this special power a number of times per day equal to your Constitution modifier + your proficiency bonus. Bone Cage Armor (breastplate), unique (requires attunement by a fighter or rogue) The bones of the damned are ghoulishly grafted into this charred black +2 breastplate. Radiates: Abjuration and necromancy magic. Power: This armor has no weight; you can add your full Dexterity modifier to your AC. Power: You gain immunity to piercing and poison damage and to the poisoned condition. You suffer vulnerability to bludgeoning damage. Power: Skeletons and skeletal creatures of CR 4 or less ignore you unless you attack them first. Power: You gain advantage on Charisma checks against necromancers, undead, and warlocks. Power: You may cast animate dead (skeletons only) as a bonus action a number of times per day equal to your proficiency bonus. You do this by ripping a bone from your armor and throwing it up to 30 feet away into an unoccupied square. The bone immediately grows into a skeleton (MM) under your control, complete with your choice of shortbow or shortsword. If destroyed or the duration ends, you may retrieve the bone and return it to your armor. Special: If you are a rogue, you gain proficiency with this armor. Hands of the Dead Wondrous item, rare (requires attunement by a fighter or rogue of non-good alignment) These gloves are made from human skin. They give anyone that wears them a ghastly appearance. Radiates: Enchantment and transmutation magic. Power: You may sense the presence of undead within 60 feet so long as you are holding a part of a dead creature. Power: You know the chill touch cantrip. Power: You may cast bane once per long rest. Special: If you are a rogue and you use your Sneak Attack on an enemy, you do an extra 1d6 necrotic damage. If the enemy dies from this necrotic Sneak Attack, they rise as a zombie in 1 round. The zombie remains in existence and under your control for 8 hours or until destroyed. You may raise a single zombie with this power once per long rest. [/QUOTE]
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