
Soulbound
Soulbound are the spirits of those who have since died now bound to a vessel allowing them to interact with the the physical world and "live" in a fashion.
Soulbound Traits
Soulbound. You are undead. You can choose from soulbound traits and traits from your lineage whenever you gain a lineage trait. You are immune to necrotic damage. You have advantage on saving throws against poison or disease. You do not age. You do not need to eat, breath or sleep. You are healed by spells that heal undead. When you die, you cannot be brought back to life by regular means.
Incorporeal and Skeletal Undead
If you choose to become a incorporeal undead taking the form of a spirit, you may only pick traits from the Soulbound Lineage, treating it as your sole lineage and picking feats accordingly, two at 1st level and 1 every 4 levels thereafter. Your movement speed is 30 feet and you gain the Spirit Vessel trait.
If You choose to become a skeletal undead, many of your original lineages traits may not work, be sure to check with your DM.
1st Level Traits
Chance Death. Your previous life ended due to sheer poor luck, struck by lightning or choking on a fish bone. If you would die as a result of a failed save, You can use your reaction to reroll the save. You can’t use this trait again until you finish a long rest.
Deliberate Death. Once, you died because someone—murderer or monster, soldier or executioner— chose to strike you down. When you are about to gain the dying condition as a result of another creature's attack or ability, and that creature is within your melee reach Just before losing consciousness, you can use your reaction to make a melee attack against the triggering creature. You can’t use this trait again until you finish a long rest.
Negative Casting. You learn one cantrip of your choice that deals necrotic damage. You use your highest ability Mod as its spellcasting Mod.
Skeletal. Your spirit is bound to an animated skeleton devoid of flesh. Without that pesky meat you move much faster, your walking speed increases by 5 feet.
Spirit Vessel. Your spirit is bound to a physical vessel rather then a reanimated corpse and you appear a spectral ghost with the vessel floating within you. As long as this object is intact. The spirit vessel can be used as a special focus for raise dead, resurrect, or similar magic. This warps the spell to bring you back in your undead state rather than bringing you back to life.
When you return, you permanently lose a memory that was precious to you, in addition to any other side effects of the spell that brought you back. Your spirit vessel becomes inert until you spend 1 week of downtime to anchor yourself to it again, further fragmenting your mind.
Undead Empathy. Your relationship with undeath gives you a stronger bond with other undead. You can use try to convince mindless undead and simple requests of them. As long as there aren't living creatures nearby, they usually let you speak. If the undead creature currently is in the thrall of a creature whose level is higher than yours, the DC will be much higher.
Willing Death. Once, you died because you valued someone else's life above your own; just as then, you protect an ally by suffering in their stead. When An ally within 30 feet of you takes damage that would otherwise reduce them to 0 Hit Points and give them the dying condition, you can use your reaction to reduce the damage your ally would take by 1 + your level. You redirect this damage to yourself, but your immunities, weaknesses, resistances, don't apply. You aren't subject to any conditions or other effects from whatever damaged your ally—your ally is still subject to those effects even if you redirect all of the triggering damage to yourself. You can’t use this trait again until you finish a long rest.
5th Level Traits
Well-armed (Requires Skeletal). Your detachable limbs offer flexibility. As a bonus action and you remove your arm and wield it in the other one, increasing your reach by 5 feet for any one-handed weapon held in that arm. You have a +1 bonus to the next attack you make this turn with that arm. You don't have a free hand while holding the arm. You can use your bonus action to reattach the arm while holding it.
Undying Tenacity. Your undead nature lets you shrug off grievous wounds. When you are reduced to 0 hit points but not killed outright, you can use your reaction to drop to 1 hit point instead. You can’t use this trait again until you finish a long rest.
Lifesense. You have a limited ability to sense life force. You have advantage on detecting living or undead creatures within 10 feet of you. This allows you to sense the life force within living creatures and its counterforce that animates the undead, though you can't distinguish between the two.
Spiritwalk (Requires Spirit Vessel). As an bonus action you and anything you are holding or carrying turns intangible until for 1 minute. You can move through other creatures and objects as if they were difficult terrain. If you end your turn inside a creature or an object, you take 1d10 damage and are shunted into the nearest unoccupied space you last occupied. You can use this trait once per long rest.
9th Level Traits
Bone Missile (Requires Skeletal). You can remove your ribs to use them as arrows or bolts. When you draw a rib, you lose 2 HP, and the ranged weapon attacks deals 2 extra necrotic damage if you hit with it before the end of your next turn. The HP loss and extra damage both increase to 3 at 12th level and 4 at 19th level. Your rib cage magically replenishes, and any rib you draw crumbles to dust after being used for a attack or at the end of your next turn, whichever comes first.
Negative Well (Requires Negative Casting). Choose one 1st-level spell and one 2nd-level spell that deal necrotic damage, you can cast each of these spells once per long rest using your highest ability Mod as their spellcasting Mod.
Spirit Strikes. Your connection to death allows you to easily bring it to all forms of life and unlife, exploiting their weaknesses. All your weapon and unarmed attacks are magical and deal 1d2 necrotic damage to living creatures and 1d2 radiant damage to undead.
Undead Slayer. Your knowledge of your own undead anatomy, combined with your experience in combat, helps you take down undead foes with ease. You gain a bonus to damage with weapons and unarmed attacks equal to half your PB against undead.
Eternal Tenacity (Requires Undying Tenacity). You resist death's clutches with supernatural vigor. When you use Undying Tenacity, you gain temporary Hit Points equal to your level.
Ghostwalk (Requires Spiritwalk). When you use spiritwalk you can turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw, when you use spiritwalk in this way, it lasts until the start of your next turn.
13th Level Traits
Embrace the End (Requires Chance Death, Deliberate Death, Willing Death or Undying Tenacity). You recover the negative energy fueling your abilities even faster. You can use Chance Death, Deliberate Death, Willing Death or Undying Tenacity once per long or short rest, rather than once per long rest.
Negative Chasm (Requires Negative Well). Choose one 3rd-level spell and one 4th-level spell that deal necrotic damage or creates undead, you can cast each of these spells once per long rest using your highest ability Mod as their spellcasting Mod.
Skeletal Transformation (Requires Skeletal). You rearrange your bones into a bestial shape. you can cast polymorph targeting yourself using the beast choice at up to 6th level without concentration. Your form looks like a skeletal version of the animal. In this form, you retain the benefits of any skeleton traits that do not require the use of hands or the ability to communicate. You can’t use this trait again until you finish a long rest.
Walking Dead (Requires spiritwalk). You can use spiritwalk twice per per long rest.
17th Level Traits
Bone Swarm (Requires Skeletal). You scatter your body and transform into a whirling storm of bones for up to 1 minute or until you spend a single action to return to your normal shape. You become Huge and gain a fly Speed of 40 feet. As a swarm, you have the following characteristics.
- You are immune to the grappled, prone, and restrained conditions.
- When you are hit by aoe damage, you take 5 extra damage.
- You can occupy the same space as other creatures and must do so to use your damaging ability.
- As an action, you can forces creatures within your space to make a dex save or take 10d6 bludgeoning damage save for half.
- You can't speak, make attacks or cast spells.
- You can only take the dodge, disengage, dash, hide or your aoe damage actions.
Negative Abyss (Requires Negative Chasm. Choose one 5th-level spell that deals necrotic damage or creates undead, you can this spell once per long rest using your highest ability Mod as its spellcasting Mod.
Life Hunt. Your affinity for negative energy spills outward and grants you a refilling well of necromantic essence. You can cast inflict wounds once per long or short rest as a 6th-level spell, using your highest ability Mod as its spellcasting Mod.
Poltergeist (Requires Spirit Vessel). You gain the rare ability to move things at a distance with great force. you can cast Telekinesis once per long or short rest, using your highest ability Mod as its spellcasting Mod.