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<blockquote data-quote="Voadam" data-source="post: 8995445" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/376471/Level-Up-Adventurers-Guide-A5E?affiliate_id=17596" target="_blank">Level Up: Adventurer's Guide (A5E)</a></p><p>5e</p><p><strong>Undead, Undead Creature:</strong> The act of creating or becoming undead is a matter of powerful magic and not something that can be easily undone.</p><p><em>Alter Self</em> spell.</p><p><strong>Undead Horror:</strong> ?</p><p><strong>Mindless Undead Creature:</strong> ?</p><p><strong>Problematic Undead Creature:</strong> ?</p><p><strong>Undead Corpse:</strong> ?</p><p><strong>Ghast:</strong> <em>Create Undead</em> spell 8th level or higher spell slot.</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> <em>Create Undead</em> spell.</p><p><strong>Lich:</strong> ?</p><p><strong>Lich, Dreadful Foe:</strong> ?</p><p><strong>Azkaroth, Archlich, Dark Lord:</strong> ?</p><p><strong>Evil Lich Overlord:</strong> ?</p><p><strong>Mummy:</strong> <em>Create Undead</em> spell 9th level spell slot.</p><p><strong>Revenant:</strong> Revenant feat.</p><p><strong>Skeleton Creature:</strong> Wicked Youth Warlock invocation.</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire Lord:</strong> Vampire Lord feat.</p><p><strong>Vampire, Intelligent Creature:</strong> ?</p><p><strong>Wight:</strong> <em>Create Undead</em> spell 8th level or higher spell slot.</p><p><strong>Zombie Creature:</strong> Wicked Youth Warlock invocation.</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p><em>Roav's Reanimating Circle of Death</em> spell.</p><p><em>Finger of Death</em> spell.</p><p></p><p>Alter Self</p><p>2nd-level (transmutation; arcane, movement, shapechanging, weaponry)</p><p>Classes: Sorcerer, wizard</p><p>Casting Time: 1 action</p><p>Range: Self</p><p>Components: V, S</p><p>Duration: Concentration (1 hour)</p><p>You use magic to mold yourself into a new form. Choose one of the options below. Until the spell ends, you can use an action to choose a different option.</p><p>Amphibian: Your body takes on aquatic adaptations. You can breathe underwater normally and gain a swimming speed equal to your base Speed.</p><p>Altered State: You decide what you look like. None of your gameplay statistics change but you can alter anything about your body’s appearance, including but not limited to: your heritage, 1 foot of height, weight, clothing, tattoos, piercings, facial features, sound of your voice, hair style and length, skin and eye coloration, sex, and any other distinguishing features. You cannot become a creature of a different size category, and your limb structure remains the same; for example if you’re bipedal, you can’t use this spell to become a quadruped. Until the spell ends, you can use an action to change your appearance.</p><p>Red in Tooth and Claw: You grow magical natural weapons of your choice with a +1 bonus to attack and damage. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage of a type determined by the natural weapon you chose; for example a tentacle deals bludgeoning, a horn deals piercing, and claws deal slashing.</p><p>Cast at Higher Levels. When using a spell slot of 5th-level, add the following to the list of forms you can adopt.</p><p>Greater Natural Weapons. The damage dealt by your natural weapon increases to 2d6, and you gain a +2 bonus to attack and damage rolls with your natural weapons.</p><p>Mask of the Grave. You adopt the appearance of a skeleton or zombie (your choice). Your type changes to undead, and mindless undead creatures ignore your presence, treating you as one of their own. You don’t need to breathe and you become immune to poison.</p><p>Wings. A pair of wings sprouts from your back. The wings can appear bird-like, leathery like a bat or dragon’s wings, or like the wings of an insect. You gain a fly speed equal to your base Speed.</p><p></p><p>Animate Dead</p><p>3rd-level (necromancy; necrotic, summoning, undead)</p><p>Classes: Cleric, wizard</p><p>Casting Time: 1 minute</p><p>Range: Touch</p><p>Target: Corpse or pile of bones of a Medium or Small creature</p><p>Components: V, S, M (two copper coins)</p><p>Duration: Instantaneous</p><p>You animate a mortal’s remains to become your undead servant.</p><p>If the spell is cast upon bones you create a skeleton, and if cast upon a corpse you choose to create a skeleton or a zombie. The Narrator has the undead’s statistics.</p><p>While it is within 60 feet you can use a bonus action to mentally command the undead. When you command multiple undead using this spell, you must give them all the same command. You may decide the action the undead takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, the undead only defends itself. The undead continues to follow a command until its task is complete.</p><p>The undead is under your control for 24 hours, after which it stops obeying any commands. You must cast this spell on the undead before the spell ends to maintain control of it for another 24 hours. Casting the spell in this way reasserts control over up to 4 of your previously-animated undead instead of animating a new one.</p><p>Cast at Higher Levels. You create or reassert control over 2 additional undead for each slot level above 3rd. When commanding more than 3 undead they make group attack rolls.</p><p>Rare: Komanov’s Chilling Animate Dead. Natural weapon attacks by undead created using this spell deal cold damage instead of bludgeoning damage.</p><p></p><p>Circle of Death</p><p>6th-level (necromancy; necrotic)</p><p>Classes: Sorcerer, warlock, wizard</p><p>Casting Time: 1 action</p><p>Range: Long (120 feet)</p><p>Area: 60-foot radius sphere</p><p>Components: V, S, M (shards of a black pearl worth at least 500 gold)</p><p>Duration: Instantaneous</p><p>Saving Throw: Constitution halves</p><p>A sphere of negative energy sucks life from the area. Creatures in the area take 9d6 necrotic damage.</p><p>Cast at Higher Levels. The damage increases by 2d6 for each slot level above 6th.</p><p>Rare: Roav’s Reanimating Circle of Death. Creatures killed by this spell rise as zombies at the start of your next turn. These zombies have 1 hit point, they are not under your control, and they attack the nearest living creature.</p><p></p><p>Create Undead</p><p>6th-level (necromancy; arcane, divine, undead)</p><p>Classes: Cleric, warlock, wizard</p><p>Casting Time: 1 minute</p><p>Range: Short (30 feet)</p><p>Target: Up to three corpses of Medium or Small humanoids</p><p>Components: V, S, M (each corpse requires a clay pot filled with grave dirt, a clay pot filled with brackish water, and a black onyx stone worth 150 gold)</p><p>Duration: Instantaneous</p><p>This spell cannot be cast in sunlight. You reanimate the targets as undead and transform them into ghouls under your control.</p><p>While it is within 120 feet you can use a bonus action to mentally command the undead. When you command multiple undead using this spell, you must give them all the same command. You may decide the action the undead takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, the undead only defends itself. The undead continues to follow a command until its task is complete.</p><p>The undead is under your control for 24 hours, after which it stops obeying any commands. You must cast this spell on the undead before the spell ends to maintain control of it for another 24 hours. Casting the spell in this way reasserts control over up to 3 undead you have animated with this spell, rather than animating a new one.</p><p>Cast at Higher Levels. You create or reassert control over one additional ghoul for each slot level above 6th. Alternatively, when using an 8th-level spell slot you create or reassert control over 2 ghasts or wights, or when using a 9th-level spell slot you create or reassert control over 3 ghasts or wights, or 2 mummies. When commanding more than 3 undead they make group attack rolls.</p><p></p><p>Finger of Death</p><p>7th-level (necromancy; arcane, necrotic, undead)</p><p>Classes: Sorcerer, warlock, wizard</p><p>Casting Time: 1 action</p><p>Range: Medium (60 feet)</p><p>Target: One creature</p><p>Components: V, S</p><p>Duration: Instantaneous</p><p>Saving Throw: Constitution halves</p><p>Negative energy wracks the target and deals 7d8 + 30 necrotic damage. A humanoid killed by this spell turns into a zombie at the start of your next turn. It is permanently under your control and follows your spoken commands.</p><p>Cast at Higher Levels. The damage increases by 2d8 for each slot level above 7th.</p><p>Rare: Cyneburg’s Shadowed Finger of Death. This spell’s duration is 1 hour. You can store the spell harmlessly on a willing creature, causing an inky stain to appear on its finger. That creature can touch or make an unarmed melee attack to deliver the spell to a target, triggering the damage on a hit. The spell ends on a hit or miss.</p><p></p><p>Revenant</p><p>Prerequisites: Vendetta, one other feat or previous Ability Score Improvement, dead</p><p>You may choose to select this feat when you die, replacing your most recently chosen feat other than Vendetta or reducing your ability scores to reverse your last Ability Score Improvement. The next midnight your corpse rises and your soul returns to it. You gain the undead type in addition to being a humanoid, as well as the following benefits:</p><p>• Your destiny changes to Revenge.</p><p>• You gain resistance to necrotic and psychic damage.</p><p>• You gain darkvision to a range of 60 feet (or if you already have it, its range increases by 30 feet).</p><p>• You become immune to poison damage and the poisoned condition.</p><p>• If your vendetta has not ended, you regain all of your hit points when you finish a short rest or 1 hour after you are reduced to 0 hit points.</p><p>• You gain an expertise die on saving throws made against spells and other magical effects, and on saving throws made to resist being charmed, fatigued, frightened, paralyzed, or stunned.</p><p>• You gain an expertise die on ability checks made to find or track a creature that is part of your vendetta.</p><p></p><p>Vampire Lord</p><p>Prerequisites: Vampire Spawn</p><p>It is uncertain where the darkness ends and you begin as you fully embrace vampirism—everything it offers and all that it takes away. You gain the following benefits.</p><p>• Your Speed increases by 10 feet.</p><p>• You gain an expertise die on Stealth checks.</p><p>• The range of your darkvision increases to 120 feet.</p><p>• Your bite damage increases to 1d10.</p><p>• You can use Charming Gaze twice between rests.</p><p>• When using Charming Gaze, a target with at least one level of strife makes its saving throw with disadvantage.</p><p>You also gain the Vampiric Shapechange feature.</p><p>Vampiric Shapechange. You can use an action to transform into the shape of a Medium or smaller beast of CR 3 or less, a mist, or back into your true form.</p><p>While transformed into a beast, you have the beast’s size and movement modes. You can’t use reactions or speak. Otherwise, you use your statistics. Any items you are carrying transform with you.</p><p>While transformed into a mist, you have a flying speed of 30 feet, can’t speak, can’t take actions or manipulate objects, are immune to nonmagical damage from weapons, and have advantage on saving throws and Stealth checks. You can pass through a space as narrow as 1 inch without squeezing but can’t pass through water. Any items you are carrying transform with you.</p><p>All of these changes to your body have utterly deprived you of your mortality. You gain the undead type in addition to being a humanoid, and you take 20 radiant damage when you end your turn in contact with sunlight.</p><p></p><p>Wicked Youth</p><p>Prerequisite: 15th level, Diabolist archetype</p><p>You are immune to necrotic damage, you are immune to disease, and you cannot be magically aged. When you kill a creature, you can either reduce your apparent age or extend your life span by a number of years equal to the creature’s CR. When you would die of old age, you instead become undead, gaining the skeleton or zombie template with no changes to your ability scores.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8995445, member: 2209"] [URL='https://www.drivethrurpg.com/product/376471/Level-Up-Adventurers-Guide-A5E?affiliate_id=17596']Level Up: Adventurer's Guide (A5E)[/URL] 5e [B]Undead, Undead Creature:[/B] The act of creating or becoming undead is a matter of powerful magic and not something that can be easily undone. [I]Alter Self[/I] spell. [B]Undead Horror:[/B] ? [B]Mindless Undead Creature:[/B] ? [B]Problematic Undead Creature:[/B] ? [B]Undead Corpse:[/B] ? [B]Ghast:[/B] [I]Create Undead[/I] spell 8th level or higher spell slot. [B]Ghost:[/B] ? [B]Ghoul:[/B] [I]Create Undead[/I] spell. [B]Lich:[/B] ? [B]Lich, Dreadful Foe:[/B] ? [B]Azkaroth, Archlich, Dark Lord:[/B] ? [B]Evil Lich Overlord:[/B] ? [B]Mummy:[/B] [I]Create Undead[/I] spell 9th level spell slot. [B]Revenant:[/B] Revenant feat. [B]Skeleton Creature:[/B] Wicked Youth Warlock invocation. [B]Skeleton:[/B] [I]Animate Dead[/I] spell. [B]Vampire:[/B] ? [B]Vampire Lord:[/B] Vampire Lord feat. [B]Vampire, Intelligent Creature:[/B] ? [B]Wight:[/B] [I]Create Undead[/I] spell 8th level or higher spell slot. [B]Zombie Creature:[/B] Wicked Youth Warlock invocation. [B]Zombie:[/B] [I]Animate Dead[/I] spell. [I]Roav's Reanimating Circle of Death[/I] spell. [I]Finger of Death[/I] spell. Alter Self 2nd-level (transmutation; arcane, movement, shapechanging, weaponry) Classes: Sorcerer, wizard Casting Time: 1 action Range: Self Components: V, S Duration: Concentration (1 hour) You use magic to mold yourself into a new form. Choose one of the options below. Until the spell ends, you can use an action to choose a different option. Amphibian: Your body takes on aquatic adaptations. You can breathe underwater normally and gain a swimming speed equal to your base Speed. Altered State: You decide what you look like. None of your gameplay statistics change but you can alter anything about your body’s appearance, including but not limited to: your heritage, 1 foot of height, weight, clothing, tattoos, piercings, facial features, sound of your voice, hair style and length, skin and eye coloration, sex, and any other distinguishing features. You cannot become a creature of a different size category, and your limb structure remains the same; for example if you’re bipedal, you can’t use this spell to become a quadruped. Until the spell ends, you can use an action to change your appearance. Red in Tooth and Claw: You grow magical natural weapons of your choice with a +1 bonus to attack and damage. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage of a type determined by the natural weapon you chose; for example a tentacle deals bludgeoning, a horn deals piercing, and claws deal slashing. Cast at Higher Levels. When using a spell slot of 5th-level, add the following to the list of forms you can adopt. Greater Natural Weapons. The damage dealt by your natural weapon increases to 2d6, and you gain a +2 bonus to attack and damage rolls with your natural weapons. Mask of the Grave. You adopt the appearance of a skeleton or zombie (your choice). Your type changes to undead, and mindless undead creatures ignore your presence, treating you as one of their own. You don’t need to breathe and you become immune to poison. Wings. A pair of wings sprouts from your back. The wings can appear bird-like, leathery like a bat or dragon’s wings, or like the wings of an insect. You gain a fly speed equal to your base Speed. Animate Dead 3rd-level (necromancy; necrotic, summoning, undead) Classes: Cleric, wizard Casting Time: 1 minute Range: Touch Target: Corpse or pile of bones of a Medium or Small creature Components: V, S, M (two copper coins) Duration: Instantaneous You animate a mortal’s remains to become your undead servant. If the spell is cast upon bones you create a skeleton, and if cast upon a corpse you choose to create a skeleton or a zombie. The Narrator has the undead’s statistics. While it is within 60 feet you can use a bonus action to mentally command the undead. When you command multiple undead using this spell, you must give them all the same command. You may decide the action the undead takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, the undead only defends itself. The undead continues to follow a command until its task is complete. The undead is under your control for 24 hours, after which it stops obeying any commands. You must cast this spell on the undead before the spell ends to maintain control of it for another 24 hours. Casting the spell in this way reasserts control over up to 4 of your previously-animated undead instead of animating a new one. Cast at Higher Levels. You create or reassert control over 2 additional undead for each slot level above 3rd. When commanding more than 3 undead they make group attack rolls. Rare: Komanov’s Chilling Animate Dead. Natural weapon attacks by undead created using this spell deal cold damage instead of bludgeoning damage. Circle of Death 6th-level (necromancy; necrotic) Classes: Sorcerer, warlock, wizard Casting Time: 1 action Range: Long (120 feet) Area: 60-foot radius sphere Components: V, S, M (shards of a black pearl worth at least 500 gold) Duration: Instantaneous Saving Throw: Constitution halves A sphere of negative energy sucks life from the area. Creatures in the area take 9d6 necrotic damage. Cast at Higher Levels. The damage increases by 2d6 for each slot level above 6th. Rare: Roav’s Reanimating Circle of Death. Creatures killed by this spell rise as zombies at the start of your next turn. These zombies have 1 hit point, they are not under your control, and they attack the nearest living creature. Create Undead 6th-level (necromancy; arcane, divine, undead) Classes: Cleric, warlock, wizard Casting Time: 1 minute Range: Short (30 feet) Target: Up to three corpses of Medium or Small humanoids Components: V, S, M (each corpse requires a clay pot filled with grave dirt, a clay pot filled with brackish water, and a black onyx stone worth 150 gold) Duration: Instantaneous This spell cannot be cast in sunlight. You reanimate the targets as undead and transform them into ghouls under your control. While it is within 120 feet you can use a bonus action to mentally command the undead. When you command multiple undead using this spell, you must give them all the same command. You may decide the action the undead takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, the undead only defends itself. The undead continues to follow a command until its task is complete. The undead is under your control for 24 hours, after which it stops obeying any commands. You must cast this spell on the undead before the spell ends to maintain control of it for another 24 hours. Casting the spell in this way reasserts control over up to 3 undead you have animated with this spell, rather than animating a new one. Cast at Higher Levels. You create or reassert control over one additional ghoul for each slot level above 6th. Alternatively, when using an 8th-level spell slot you create or reassert control over 2 ghasts or wights, or when using a 9th-level spell slot you create or reassert control over 3 ghasts or wights, or 2 mummies. When commanding more than 3 undead they make group attack rolls. Finger of Death 7th-level (necromancy; arcane, necrotic, undead) Classes: Sorcerer, warlock, wizard Casting Time: 1 action Range: Medium (60 feet) Target: One creature Components: V, S Duration: Instantaneous Saving Throw: Constitution halves Negative energy wracks the target and deals 7d8 + 30 necrotic damage. A humanoid killed by this spell turns into a zombie at the start of your next turn. It is permanently under your control and follows your spoken commands. Cast at Higher Levels. The damage increases by 2d8 for each slot level above 7th. Rare: Cyneburg’s Shadowed Finger of Death. This spell’s duration is 1 hour. You can store the spell harmlessly on a willing creature, causing an inky stain to appear on its finger. That creature can touch or make an unarmed melee attack to deliver the spell to a target, triggering the damage on a hit. The spell ends on a hit or miss. Revenant Prerequisites: Vendetta, one other feat or previous Ability Score Improvement, dead You may choose to select this feat when you die, replacing your most recently chosen feat other than Vendetta or reducing your ability scores to reverse your last Ability Score Improvement. The next midnight your corpse rises and your soul returns to it. You gain the undead type in addition to being a humanoid, as well as the following benefits: • Your destiny changes to Revenge. • You gain resistance to necrotic and psychic damage. • You gain darkvision to a range of 60 feet (or if you already have it, its range increases by 30 feet). • You become immune to poison damage and the poisoned condition. • If your vendetta has not ended, you regain all of your hit points when you finish a short rest or 1 hour after you are reduced to 0 hit points. • You gain an expertise die on saving throws made against spells and other magical effects, and on saving throws made to resist being charmed, fatigued, frightened, paralyzed, or stunned. • You gain an expertise die on ability checks made to find or track a creature that is part of your vendetta. Vampire Lord Prerequisites: Vampire Spawn It is uncertain where the darkness ends and you begin as you fully embrace vampirism—everything it offers and all that it takes away. You gain the following benefits. • Your Speed increases by 10 feet. • You gain an expertise die on Stealth checks. • The range of your darkvision increases to 120 feet. • Your bite damage increases to 1d10. • You can use Charming Gaze twice between rests. • When using Charming Gaze, a target with at least one level of strife makes its saving throw with disadvantage. You also gain the Vampiric Shapechange feature. Vampiric Shapechange. You can use an action to transform into the shape of a Medium or smaller beast of CR 3 or less, a mist, or back into your true form. While transformed into a beast, you have the beast’s size and movement modes. You can’t use reactions or speak. Otherwise, you use your statistics. Any items you are carrying transform with you. While transformed into a mist, you have a flying speed of 30 feet, can’t speak, can’t take actions or manipulate objects, are immune to nonmagical damage from weapons, and have advantage on saving throws and Stealth checks. You can pass through a space as narrow as 1 inch without squeezing but can’t pass through water. Any items you are carrying transform with you. All of these changes to your body have utterly deprived you of your mortality. You gain the undead type in addition to being a humanoid, and you take 20 radiant damage when you end your turn in contact with sunlight. Wicked Youth Prerequisite: 15th level, Diabolist archetype You are immune to necrotic damage, you are immune to disease, and you cannot be magically aged. When you kill a creature, you can either reduce your apparent age or extend your life span by a number of years equal to the creature’s CR. When you would die of old age, you instead become undead, gaining the skeleton or zombie template with no changes to your ability scores. [/QUOTE]
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