Sometimes, when a person dies in a place suffused with negative energy, they are raised to undeath, cursed to walk the land until they can find peace. This is more likely to happen when their end was violent, or they were on a quest they intend to finish, no matter what. Some gravewalkers reject their old self, and simply see their rebirth as a second chance at life.
While gravewalkers still have their faculties with them, rising from the dead like this leaves them changed, with something missing from their soul. The memories of who they were before they died are hazy, veiled in pain and darkness. Many gravewalkers go mad, becoming something closer to a revenant, mindlessly hunting for their missing soul.
Marks of the Grave
Gravewalkers still carry the wounds that killed them, as well as signs of decomposition. Some gravewalkers feel the pain of their wounds as if they just happened. Gravewalkers often cover their face while in society, as the undead are viewed with great suspicion, if not outright hostility.
The following table provides inspiration for the appearance of your gravewalker. You can roll on the table, pick one you like, or come up with your own appearance.
d6 | Mark of the Grave |
---|---|
1 | Your skin is rotting away, covering you in boils and pustules. |
2 | Scavengers picked your bones clean while you were dead, and one or more of your limbs have become skeletal. |
3 | You died in battle and your wounds, although bloodless, still look fresh. |
4 | You were killed by magic, and the spell left a glowing mark on your skin. |
5 | Your bones were broken when you died, and have mended at strange angles. |
6 | You drowned, and your ashen skin is still wet and glistening. |
Gravewalker traits
Creature Type | Undead |
Size | Medium |
Walking Speed | 30 feet |
Languages | Common and one other language of your choice |
Living Dead
Your undead nature grants you several benefits:
- You do not need to eat, drink, or breathe
- You have resistance to Poison damage, and you have advantage on saves to end or avoid the Poisoned condition
- You have advantage on Death Saving Throws
Necromantically Bound
You learn the False Life spell. You can cast the spell without spending a spell slot a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest. Intelligence, Wisdom, or Charisma is your spell casting ability for these spells (choose when you select this race).
Veiled Memories
You have faint memories of your previous life. You gain proficiency with a skill of your choice.