The stars of Pash-Mara
Necropolitans are humanoids who renounce life to become undead through a special ritual called the Ritual of Crucimigration. A necropolitan’s skin is dry, withered, powdery and either verry pale or jet black. Its eyes are as pale as driven snow, and as lifeless or they are red as fresh spilled hearts blood. It continues to dress in the fashion it preferred while living. Necropolitans are either inhabitants of The Tri-Crown Pharaonate or the kingdom Bàrukh. If not they must have discovered the secret of becomming a necropolitan themselves. This is a legendary feat worthy of a long talk with your DM/storyteller how you managed that.
A Powerful Choice
Every Necropolitan has their own reason for choosing to turn. Some are drawn to unlife as a reaction to a particularly traumatic loss in their life. Others wish to extend their time on the material plane, and see turning merely as a means to an end. Occasionally, a creature will choose to turn as a tribute to their patron god or goddess. Some do it out of necessity as the inhabitants of the poisoned nation of Bàrukh. Others like the inhabitants of The Tri-Crown Pharaonatesee it as a honnor tho become a carrier of knowledge and skill through the ages.
A Dance With Death
Necropolitans are among a select few creatures who do not need to die to become undead. Because of this, many Necropolitans prefer the term “unliving” instead. It is common for Necropolitans to form bonds with other creatures that they see as unliving rather than undead, such as vampires and liches.
Necropolitan Names Necropolitans tend to take new names after they turn. For some, it is to prevent them from being traced, and for others it is simply to recognise the beginning of a new identity. Necropolitans choose a name that is an anagram of a meaningful person or place from their past, so that they always have a sense of where they came from.
Your Necropolitan character has a collection of traits, granted to them during the Ritual of Circumigration.
Ability Score Increase. Your constitution score increases by 2
Age. Necropolitans can exist in a state of unlife until their bodies are destroyed by the duress of time – or physical destruction. Itis unknown how long Necropolitans can last. They are simply to new to the world to say. They are mend to last forever but none can tell how long the magic will last.
Alignment. Necropolitans tend towards neutrality on all fronts. They are disinterested in struggles between good and evil, and have no reason to embrace or fear the chaotic powers of nature, nor its natural laws of life and death.
Size. Necropolitans are the same size as they were in life, typically standing between 4 and 7 feet tall, and weighing between 45 and 160 pounds.
Speed. Your base walking speed is 25 feet.
Languages. You can speak, read, and write Common, Undercommon, and an ancient variant of a language of your choice.
Undead Nature. You don’t require air, food, or drink, and only require four hours of sleep to gain the benefits a human would gain from 8 hours of sleep.
as a bonus action, you may expend a Hit Dice as if you had just finished a short rest. You gain the number roled plus your constitution modifier in hit-points. The number of hit dice you can expend increases with level; two at 6th, three at 12th, and four at 18th you must finish a long rest before using this again.
Of Both Worlds. Any healing magic that would not typically work on undead creatures will work on Necropolitans as well. You also have advantage on saving throws against features that would turn undead.
The new improved immortals of the The Tri-Crown Pharaonate who still have their souls in their body and carry the knowledge of their country through the ages.
Your intelligence score increases by 1
Frightening Gaze. You can use an action to stare at a living target creature that you can see within 30 feet of you, attempting to frighten them.
When you use your frightening gaze, the target creature must make a Wisdom saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. A creature takes 1d4 psychic damage on a failed save, and becomes frightened for six seconds. This damage increases by 1d4 when you reach 6th level (2d4), 12th level (3d4), and 17th level (4d4). After you use your frightening gaze, you can’t use it again until you complete a long rest.
Dying people of The war-torn poisoned nation of Bàrukh. The mysterous queen of Sheba changed the first mortals into the immortal Dhat-Sheba. The Dhat sheba al have plant like features. Some have flowers growing in their hair or leafs growing from their skin.
Your wisdom score increase by 1
You learn the larlochs minor drain cantrip. and you ar immune to poison damage.
Larloch’s Minor Drain
Casting Time: 1 action
Range: 60 feet
You drain life energy from a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage. You then gain temporary hit points equal to half the amount of damage dealt. This spell has no effect on undead or constructs.
This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Your wisdom score is the spell stat for this ability.