TEXT:  
  
   
   
   
   
   Some artwork copyright William McAusland, used with permission.   
   
   Playtesters Justen Hardway, Anthony Reynolds 
   
   This work was inspired and influenced by comments, suggestions, and 
  examples gleaned from forums all across the internet.  Thank you.  All other 
  material not contained within the SRD or otherwise copyrighted is copyright 
  2018 by Lee Loftis and Graywinter Adventures.  
   
   
  
  The Undying 
  The violent raging and swirling storms in the 
  vast region known as the Hellmaw are the result 
  of the mysterious object that crashed into 
  Calador two millennia ago. The entire region is 
  wracked by temporal storms, planar rifts, and 
  erratic weather patterns that make travel in the 
  region one of the most dangerous things an 
  adventurer can do. Those who lived in the area 
  when 
  the 
  cataclysm 
  happened 
  were 
  either 
  killed 
  instantly 
  or... 
  changed.  
  Ecology of Undeath 
  There 
  are 
  innumerable 
  ways for one to die in 
  Calador, and those who 
  have had the misfortune of 
  dying within the Hellmaw 
  found themselves forever 
  changed. Their souls cling 
  to the decayed shell of 
  their body; no longer living 
  but not dead.  
  Unlike 
  most 
  undead 
  creatures, 
  the 
  undying 
  have retained their sense 
  of self awareness, and are 
  not beholden to any master 
  save themselves. 
  Trapped between life and death unable to feel 
  joy, sorrow, pain, or pleasure; the undying find 
  themselves prone to bouts of madness as a 
  result of the isolation and strain of their 
  condition.  Often times, through this madness, 
  the undying experiences the echoes of emotion 
  from their living days. 
  The undying may appear as any type of 
  humanoid corpse, from a shuffling and withered 
  husk to a gleaming white skeleton.  Indeed, no 
  two undying look exactly alike.   
  Some undying seem to pay no heed to their 
  appearance, even relishing the repulsion and 
  horror that manifests in others, while some go 
  out of their way to avoid looking any more 
  horrifying than necessary. 
  Cold Reception 
  The Undying are very rare 
  outside of the Hellmaw, 
  but occasionally one is seen 
  wandering the world for 
  reasons only it can know.  
  Almost without fail the 
  undying are shunned, if not 
  outright attacked, by the 
  living who do not separate 
  the 
  undying 
  from 
  the 
  undead. Occasionally an 
  undying 
  adventurer 
  will 
  win the trust of the living 
  they encounter, but it is a 
  long hard road.  
  Undying adventurers that 
  arrive undisguised amongst 
  normal folk can expect to 
  be denied entrance to most 
  civilized places, unless they 
  can somehow convince others that they mean 
  no harm.  It is most likely that they will be 
  chased off without even getting a chance to 
  explain their appearance and their companions 
  will likely receive a chilly reception, assuming 
  they are not chased off as well. 
  Only places close to the Hellmaw, or those with 
  exceptional knowledge of it, would admit an 
  undying into their midst without a second 
  thought. 
  
  Suffice it to say that the undying make it a point 
  to avoid populated areas and attempt to 
  disguise their true identities, lest they be 
  the 
  target 
  of every cleric, 
  paladin, 
  or 
  enthusiastic hero for miles. 
  Undying Traits 
  Regardless of the undying's former race, all 
  share the following traits: 
  Ability Scores: Constitution increases by 2  
  Age: To the undying, age means nothing, but 
  most undying more than a few hundred years 
  old become so wracked with madness, few are 
  seen beyond this age. Those that survive this 
  long usually end up being killed, mistaken for 
  mindless and dangerous undead.  Undying that 
  manage to hang on to their sanity and survive 
  their encounters with the breathing still suffer 
  from memory loss and often have trouble with 
  their identities.  Only the more recent undying 
  actually remember what their lives were like in 
  the past, and exactly how they died. 
  Alignment: 
  Most 
  undying 
  tend 
  towards 
  neutrality; however they rarely remain purely 
  neutral for long.  Madness, persecution, 
  loneliness, or simply the strain of one’s 
  consciousness holding onto the physical realm 
  can bend and shape an undying’s ethics. 
  Size: Upon creation, undying may choose to be 
  small or medium, according to what they were 
  before death.  
  Small undying move 5 ft slower than others, 
  and they suffer disadvantage when attacking 
  with heavy weapons.  However, they can move 
  through the space of any medium or larger size 
  creature. 
  Undying are thin and gaunt or, in many cases, 
  merely skeletons. As a guideline, the skeleton 
  makes up about 15% of the weight of a human. 
  Speed:  Undying have a speed of 25', except for 
  small undying that move 20’.  
  Darkvision: The undying have darkvision to a 
  distance of 60' 
  Languages:  The undying speak common and 
  one other language, usually the language they 
  spoke in life. 
  Undead Body: Your type is undead, and you do 
  not benefit from any spell or effect that does 
  not work on undead, including cure spells. You 
  cannot benefit from the medicine skill or a 
  healer’s kit. 
  You no longer need to eat, sleep, or breathe; 
  however you still require rest like other races to 
  regain spent HD and remove levels of fatigue. 
  You enter an inactive state for 4 hours, during 
  which time you do not sleep and you are fully 
  aware of your surroundings.   
  You are immune to disease and poison (both 
  the damage and the condition.) 
  Unsound Mind: All undying suffer from 
  madness induced by the stress and isolation of 
  Undeath combined with the sense of self 
  clinging to the rotting shell of their body. The 
  undying’s madness is usually suppressed by the 
  spark of life, but stress and injury can cause it to 
  manifest suddenly. When it does, roll on the 
  Undying Madness table. 
  Spark of Life: The undying possess a spark of 
  life that separates them from the undead.  This 
  spark, faint though it is, is enough that normal 
  undead hate them every bit as much as they 
  hate the living. 
  The spark of life keeps madness at bay, but an 
  undying may choose to forgo this protection 
  and use the spark of life as a bonus action to 
  remove a level of fatigue, or spend one of its HD 
  to recover hit points.   
  
  Once the spark is spent in this fashion, the 
  madness takes hold, and the undying cannot 
  use the spark of life again until it has completed 
  a long rest. 
  The spark of life renders the undying immune to 
  the turn and destroy undead abilities of divine 
  casters, even if it has been spent as described 
  above. 
  Undead Fortitude 
  Undying feel no pain and do not bleed. If 
  damage reduces the undying to 0 hit points, it 
  must 
  make 
  a 
  Constitution 
  saving 
  throw with a DC of 5 + 
  the 
  damage 
  taken, 
  unless the damage is 
  radiant 
  or 
  from 
  a 
  critical hit.  On a 
  successful save, it is 
  reduced to 1hp. 
  Undying Speech 
  A lack of vocal chords 
  and air in the lungs 
  makes it difficult for 
  undying 
  to 
  speak. 
  Typical 
  undead 
  are 
  unable to speak at all, 
  but an undying can 
  sometimes summon up enough life energy to 
  rattle its long silent voice into action, even if it is 
  just an unearthly whisper. 
  The undying speak in a raspy whisper, the effort 
  keeping their utterances brief, making it difficult 
  for those more than a few feet away to hear 
  them clearly.   
  Spellcasting is difficult for the undying due to 
  the effort involved in saying more than a few 
  words at a time.  
  In order to cast a spell with a verbal 
  component, 
  the 
  undying 
  must 
  make 
  a 
  successful Intelligence (arcana) skill check with 
  a DC equal to 8 + the spell level.  Failure results 
  in the spell failing, and being wasted. 
  Undying Backgrounds 
  When choosing a background for an undying, 
  consider subtle changes to reflect the nature of 
  the character.  Obviously the undying would 
  have had this background while alive, in most 
  cases, rendering contacts and certain benefits 
  useless unless they have somehow come to 
  accept the undying as 
  an ally.  This could 
  create an interesting 
  story on its own.   
  Some 
  undying 
  may 
  have been around so 
  long 
  that 
  the 
  background choice may 
  reflect some activity or 
  existence 
  they 
  had 
  after 
  joining 
  the 
  undead.   
  Work with your GM to 
  flesh out the changes 
  to 
  better 
  fit 
  the 
  concept you have for 
  your undying hero. 
  Undying Racial Feats 
  Bones of stone: Your bones are blackened, 
  petrified, or somehow magically hardened. 
  Your AC is 13  + your dexterity modifier as long 
  as you aren’t wearing any armor. 
  Eternal Sight:  Your eyes glow with a faint, 
  unearthly light. You can see normally in 
  Darkness, both magical and nonmagical, to a 
  distance of 120 feet. 
  
  Fade: Spend the spark of life to become quasi-
  incorporeal, your physical form nearly fading 
  into nothing, along with any non living things 
  you are wearing or holding.   
  While you are in this form, you are resistant to 
  all non magical damage for a number of rounds 
  equal to your level plus your Constitution 
  bonus.  
  Creatures suffer disadvantage to Wisdom 
  (perception) rolls against you. 
  Frightening Appearance: You gain +1 to your 
  charisma to a maximum of 20. 
   You have learned to use your appearance to 
  great effect, and gain proficiency in the 
  intimidation skill.  If you already possess the 
  intimidation skill, you gain expertise in it 
  instead.  
  Necrotic Affinity: You gain +1 to your 
  constitution, to a maximum of 20.   
  You are resistant to necrotic damage, and when 
  you spend the spark of life to recover HP, you 
  may spend an extra HD, if available. 
  Relic: You are very old; having witnessed many 
  centuries of history, travelled across many 
  lands, and learned a thing or two.   
  You gain +1 to your Intelligence, to a maximum 
  of 20, and you gain proficiency in the skill of 
  your choice.  If this skill is one you already 
  possess, you gain expertise in that skill. In 
  addition, you learn two additional languages, 
  and one tool proficiency. 
  Stench of the Grave: The smell of death clings 
  to you, even if you are nothing but a dry 
  skeleton.   
  You may expend your spark of life to intensify 
  this effect, gaining the stench ability until you 
  take a long rest and recover your spark of life.  
  Any creature that starts its turn within 15’ of 
  you must make a constitution saving throw, DC 
  10+ con bonus, or be poisoned until the start of 
  the creature’s next turn.  Any creature that 
  succeeds on this saving throw is immune to 
  your stench for 1 hour. 
  Sharp claws:  You gain a +1 bonus to your 
  strength score, to a maximum of 20. 
  Your fingers end in sharp bone claws.  The claws 
  are natural weapons, which you can use to 
  make unarmed strikes. You deal slashing 
  damage equal to 1d4 + your Strength modifier. 
  You may spend the spark of life to have your 
  claw attacks count as magical weapons for the 
  purposes of damaging creatures immune to non 
  magical damage. 
  Touch of Corruption: Everything you touch, 
  everywhere you walk, living things wilt.  You are 
  capable of striking a living target and siphoning 
  their life force to heal your own wounds.   
  By expending your spark of life, you may cast 
  Vampiric Touch as a 3rd level spell, without 
  expending a spell slot or material components, 
  or having to roll undying speech.  Constitution is 
  your spellcasting ability for this spell.   
  Undying Vigor: You gain +1 to your Constitution 
  score to a maximum of 20.   
  Your movement rate increases by 5 ft and you 
  may spend your spark of life to automatically 
  succeed on a death save. 
  Undying Will: You gain a +1 to your wisdom, to 
  a maximum of 20. Your cold lack of emotion 
  grants you advantage to saving throws against 
  mind affecting spells or effects.   
  
  Undying Madness  
  D20 Affliction 
  1 
  You become paranoid and cannot benefit from the help action and must remain at least 5 ft away 
  from all other creatures.  No other creature is considered allied for mechanical purposes. 
  2 
  The madness drives you to make irrational choices. Whenever you attempt an action, roll a d6. On 
  a 4+, you perform the action, on 1-3; you do the exact opposite. (GM’s adjudication) 
  3 
  You become petty and selfish, and cannot use the help action nor do anything that would solely 
  benefit others.  You will not willingly give anything to another, and may covet other’s possessions.  
  4 
  Your undead condition leaves you feeling hopeless.  On each turn, roll a d4. On a 1, you can only 
  move or take the disengage action.  You have disadvantage on saving throws against fear. 
  5 
  You become verbally abusive. Whenever an ally rolls a d20, they must roll a d4 and subtract the 
  result so long as they can hear you criticizing and berating their every action. 
  6 
  You are repulsed and ashamed by your undead form. If any living creature comes within 10 ft, you 
  must attempt to move away.  You remain out of sight of your allies, unless you are completely 
  obscured.  If forced, you suffer disadvantage on all attack, skill checks, and saves. 
  7 
  The madness causes irrational fear. You are frightened by all foes while suffering this affliction.  
  This effect occurs even if you are somehow immune to the frightened condition. 
  8 
  Hallucinations wrack your mind. When you attack, roll a Wisdom Saving Throw, DC 15, as you 
  attempt to determine what is real.  Failure results in the waste of the remainder of your turn. 
  9 
  You are tormented by spirits of the dead all around you.  Whenever you make a skill check, attack, 
  or saving throw, roll a d4 and subtract the result. 
  10 
  The madness has severely distorted your perception of reality. You have disadvantage on all 
  Perception rolls, and your passive perception is reduced by 2. 
  11 
  Your memory has been affected and you can’t recall information as easily. You have disadvantage 
  on all Intelligence checks. 
  12 
  The madness has caused you to lose your edge. Your proficiency bonus becomes +0. 
  13 
  You mutter constantly and develop a tick.  You suffer disadvantage on all Dexterity rolls. 
  14 
  Your alignment reverses along the good/evil axis.  If you are neutral, randomize. 
  15 
  You become confused, suffering disadvantage on all Wisdom checks and can no longer read. 
  16 
  Any time you suffer damage, you must make a Wisdom saving throw with a DC equal to the 
  damage or be stunned until the end of your next turn as you relive your death in flashbacks. 
  17 
  You are overwhelmed with apathy.  You may not use reactions, or take the dash action. 
  18 
  You become a completely different person with a different personality, race and class chosen at 
  random. You cannot use your own class abilities; instead you attempt to use the (nonexistent) 
  abilities of your imagined class.  You refuse to acknowledge that you are dead. 
  19 
  A friend only you can see tells you how to think, feel, and act.  The GM can determine your 
  actions according to his whim. 
  20 
  You revel in your madness. You must attack or be attacked every round that you are in combat.  
  After the battle, roll a new affliction that manifests until your next combat encounter. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  OPEN GAME LICENSE Version 1.0a 
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, 
  Inc. 
  System Rules Document Copyright 2000 Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based 
  on original material by E. Gary Gygax and Dave Arneson 
   
   
   
   
   
   
   
  
   
   
   
  
   
   
   
   
  The undying are a playable race of undead 
   
  They are hard to kill, but suffer from a terrible madness 
  only kept in check by the spark of life that sets them 
   apart from the mindless undead that roam the world 
   
  This content includes 
   New race: The Undying 
   New racial feats 
   Role-playing tips 
   New Madness 
   
  The undying are easy to use in any world or setting 
   
  Printer friendly design  
   
  Featuring artwork by the talented William McAusland.   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/The Undying.pdf