Copy of - Reworked Reborn

by Calabrower

Search GM Binder Visit User Profile

Reborn Reworked

The reborn is a very strong race with a lot going for it and in becoming official content lost the point for its existence. If the document references health or other abilities if they are not able to be a whole number for the trait round up when not told otherwise

Reborn

The Reborn are people who have like their name suggests are people who have been reborn, the reborn are often scorned from communities due to the fact that they are seen as unnatural and people who venerate gods of death may go as far as attempting to kill them or do everything in their power to make the Reborn's life hell.

A Deathless Crowd

Reborn aren't born naturally but made through dark dealings, powerful wills to stay alive, and horrid necromantic experiments. Though not a common race the reborn are often found together as they in most places must create a community of their own, shunned by others.

Grave Determination

Reborn suffered from a discontinuity in their life that prevented them from dying and even in reborn who haven't forgotten who they where they still know something isn't as it used to be, and from this most reborn take two paths: some reborn take a stand and begin adventuring to learn more about themselves and their world or they degrade and wilt away until eventually the magic that gives them life is gone or they lay into a deathless trance forever. Reborn's life is directly linked with their will and determination meaning that the less willful a reborn is the more likely it is to lapse back to a dormant state or die.

Lively Undead

Reborn are often social and in more of well-learned positions among the living which might seem contridictory to their undead nature though reborn tend to want to enjoy their unlife as they've already seen what awaits them or feel as though they have wasted their life/not realized the importance of time.

Reborn Names

While reborn already have had names in life they very rarely keep them with souless reborn seeing themselves as a different person or a silent observer to another person if they remember their past, full reborn often see themselves having had changed enough to where they take pseudonyms to suit themselves better in undeath.

Names Xhiscox, Trucrax, Phas'zox, Strogriz, Nhes'zaar, Byz'dhad, Khourrinag, Imkaca, Darzaiqoq, Xeskaghez, Nhisir, Tzezho, Thootrek, Thagruag, Korzor, Nhauxheg, Zaugdaighas, Nab'ghacon, Irrolar, Momzoriz

Reborn Traits

Your reborn character has these traits in common with other reborn:

Ability Score Increase. Your Constitution goes up by 2 and your Intelligence by 1 but you can change the ability scores you increase.

Age. Reborn transcend mortality and don't age.

Alignment. Reborn tend towards lawfulness and true neutrality often trying to be more of silent historians and philosophers though some trend to evil such as necromancers who wished for immortality.

Creature Type. Your creature type is undead no matter what it was before.

Size. Reborn's hight and weight tend to be vary to the reborn due to the fact that they all used to be a seperate race. Your size is small or medium (your choice).

Speed. Reborn tend to be faster than regular due to not need to rest or breath. Your base walking speed is 30.

Ancestral Legacy. You gain proficiency in two skills of your choice. Or if you were another race before Reborn you can keep any proficiencies or additional speeds (ex: Fairy fly speed)

Undead Nature. You no longer need to eat, drink, breath, or sleep and are immune to effects related to sleeping or dreaming such as the Sleep spell or a Night Hag's Nightmare Haunting.

Hollow Death. Instead of sleeping you need spend time replenishing your inner magic and will in a process some reborn call "Hollow Deaths". You need to perform Hollow Deaths for 4 hours in place of sleep, while in a Hollow Death you appear dead by all non-magical outside sources though are still semi-conscious and notice loud sounds and obvious shifts in enviorment such as a door slamming shut and can wake up with a free action.

Overpowering Will. All reborn share one thing: the will to continue, those who lose that will end up in a permanent unconscious state. you have a pool of Overpowering Will equal to your proficiency bonus, if use all of you will you move at half speed, have disadvantage on all ability checks, and Dexterity, Constitution, and Strength saving throws, and lose Gift of Both Worlds. Will can be used in the following ways:

Knowledge from a Past Life. You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check.

Gift of Both Worlds. The reborn have a unique place in undeath in that they are able to be saturated by positive energy and are able to convert positive energy into the negative energy they exist on and thusly can be healed by the Lay on Hands of a Paladin and common healing spells: (Mass) Cure Wounds, (Mass) Healing Word, Revivify (Raise Dead, Resurrection, and True Resurrection), and Spare the Dying.

Undead Vulnerabilities. As an undead you take on the following vulnerabilities:

Sunlight Hypersensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Creature of the Night. If you take radiant damage you have disadvantage on Strength, Dexterity, and Constitution checks and saving throws and cannot regain hit points until the end of your turn.

Subrace. Choose one of the subraces below or one from another source.

Graveborn

You crawled forth from a grave, often found as travelers they walk in tattered clothes and carry bloody, old weapons. Sometimes called the most "average" reborn they are quicker and smarter than the other reborn, graveborn rarely stay in one area for long as monster hunters often mistake them for common ghouls.

Additional Overpowering Will Option. When you become a Graveborn you gain the additional option for your Overpowering Will option:

Not Dead Yet. When you are reduced to 0 hit points or outright killed and have all your Will you can spend all of it and be reduced to one instead.

Adaptive Nature. Your naturally adept at moving threw new obstacles, the first time since your last long rest you make an ability check or saving throw against natural effects or a Wisdom (Survival) check you can roll the dice with advantage.

Flaw: Hunted Down. You have disadvantage on Dexterity (Stealth) checks against Good-Aligned Humanoids and all celestials.

Frostbitten Soul

You died in the frozen wastes and when you awoke your body was icey and chilled, as you moved from your resting place you realized the ice of your home did not impede your passage.

Additional Overpowering Will Option. When you become a Frostbitten Soul you gain the additional option for your Overpowering Will option:

Silence of the Snow. As an action, you can expend two Will and cause a small wave of frost to buffet any creature of your choice within 20 ft. of you to make a Charisma saving throw (the DC is equal to 10 + your proficiency + your Intelligence, Wisdom, or Charisma (your choice)) or have their speed reduced to 0 and a -1 to their AC until the end of their next turn. After doing so you can't until you long rest.

Inured to the Frost. You have resistance to cold damage and are immune to cold-based difficult terrain and weather.

Flaw: Heart of Ice. You have disadvantage on rolls against heat-based weather effects and heat-based difficult terrain costs 15 ft. of movement instead of 10.

Flaming Core

As flames surrounded your body you died but for some reason you didn't stay dead and know your charred corpse hasn't fully extinguished.

Additional Overpowering Will Option. When you become a Flaming Core you gain the additional option for your Overpowering Will option:

Fiery Blast. As an action, you can expend one Will and cause a torrid blast of fire to burn around you causing a small blast of fire to burn any creature of your choice within 20 ft. of you to make a Dexterity saving throw (the DC is equal to 10 + your proficiency + your Intelligence, Wisdom, or Charisma (your choice)) or take 2d8 fire damage. this damage increased to 3d8 at 5th level, 4d8 at 11th level, and 5d8 at 17th level.

Flaming Soul. You have resistance to fire damage and are immune to fire-based difficult terrain and weather.

Flaw: Heated Body. You have disadvantage on rolls against cold-based weather effects and cold-based difficult terrain costs 15 ft. of movement instead of 10.

Necrotic Scholar

You were involved in necromantic rituals as you died and returned as a true undead, Necrotic Scholar reborn are often amoral and strange dabbling in dark magics there close counterparts the Scholar's Shadow reborn who choose to stay noble of heart. cold solitary crypts are the homes of Necrotic Scholar reborn who forsake life for power and strength.

Additional Overpowering Will Option. When you become a Necrotic Scholar you gain the additional option for your Overpowering Will option:

Deathly Vigor. As an action, you can dip into the negative energy plane and expend up to six Will to cause you to regain a number of hit points determined by a number of d6s equal to the Will spent.

Connection to the Negative Energy as an action you can enshroud yourself in magic, partially phasing into the ethereal. You teleport up to 30 ft. away to an unoccupied space. At 5th level, after doing so when a creature attacks you, you can use your reaction to roll a d6

Flaw: Vulnerability to Holiness. You are a true being of undeath and as such cannot enter a holy place or a Hallowed area connected to a god of Good or Neutral alignment and have disadvantage on Wisdom saving throw when a holy symbol of a good aligned god is visible to you and within 30 ft. of you.

Scholar's Shadow

You were a scholar or spellcaster in life and as you died you attempted to prevent that death but something went horribly wrong and instead of moving on your soul was trapped in your body, you felt, heard, and saw everything. Scholar's Shadow reborn are named after the fact that they are shadows of their formal selves, succumbing to madness in the pain and boredom of their isolation.

Additional Overpowering Will Option. When you become a Scholar's Shadow you gain the additional option for your Overpowering Will option:

Maddened Spellcasting. As an action, you can call the weave to your hands, expending 2 Will you can cast a 1st level spell (or cantrip) from the Wizard or Artificer spell lists. The spellcasting ability is your Constitution or Charisma (your choice). you can spend 4 Will to cast a 2nd level spell at 11th level and 6 Will to cast a 3rd level spell at 17th level, though you can only cast a second or third spell once per day.

Deathly Warden. You remember your ancient studies in your time and can gain two tool or skill proficiencies, when you roll a Intelligence based ability check you can roll a d4 and add it to the roll.

Flaw: Maddening Wait. You where left to rot in your tomb and have since then gone insane, when you enter combat or hear something triggering your DM can call for a (DC 15 + Proficiency Bonus) Intelligence saving throw or take a short term insanity.

Martial Death

As a Martial Death you died in combat and are awakened to a world thats moved on without you, your home, kingdom, world may have been left behind or conquered. But you don't give up and have pushed on.

Additional Overpowering Will Option. When you become a Scholar's Shadow you gain the additional option for your Overpowering Will option:

Cammander's Call. As a bonus action, you can cry out, expending 2 Will you cause any creature within 30 ft. of you of your choice to gain a number of temporary hit points equal to your level.

Ready for Battle You can once per day gain advantage on an attack roll, if it hits you deal 1d6 extra damage.

Flaw: A Lost Battalion. You have disadvantage on Wisdom saving throws against being frightened by a humanoid.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.