Features
- Necrotic Body
Your body is animate without being living in the ordinary sense. You are immune to disease and to the poisoned condition. You do not require food, water, or breath. However, you have vulnerability to radiant damage, and you have disadvantage on saving throws against effects that specifically detect, command, or turn undead. You register as Undead to channels that distinguish living from undead creatures (review note: the lineage is a person; class features that punish 'undead' creatures interact ambiguously with reanimated persons and are subject to GM discretion at the table).
- Cold Pallor
The chill of the grave is your default state. You have resistance to cold damage and advantage on saving throws against effects that would impose the cold-related exhaustion or freezing conditions.
- Death-Touched Cognition
Your mind is partly shielded by the gap death opened in it. You are immune to channels and effects that would directly read your thoughts. You are immune to being charmed by living creatures (constructs, undead, and Riftborn entities may still attempt the effect normally). Once per long rest, you recover a single fragment of your pre-death life — a face, a place, a name, a regret — chosen by the GM from what your character might plausibly have known. Over a long campaign, these fragments may assemble into a coherent past.
- Grave-Tongue
You can read, write, and speak Common and one additional language you knew before death (chosen at character creation).
Languages
Common
Lifespan
Mature at 1 · Typical max 200 years
An Undead character does not age in the ordinary sense, but the reanimated body degrades. Without preservation rites — embalming, Rift-channel restoration, or periodic refleshing — a reanimated body typically remains functional for roughly two centuries before structural failure. Properly maintained, that limit extends substantially.