The stars of Pash-Mara
A long time exposure to necromantic energies can change your unborn offspring. The children who were exposed to it on Pash-Mara share some ghost or undead like characteristics with eachother but there also a couple of differences. All Ashbah are extremely resilient despite looking fragile.
Ability score increase: Constitution +2
Age: Ashban live somewhat longer than normal humans between 100 and 150 years
Size: between 5 and 6 feet tall
Speed: 30 feet
Sense the death
You have advantage on perception rolls for sensing and finding ghosts, undead and portals to duat (shadowfell).
You know the larloch’s minor drain cantrip . Once you reach 3rd level, you can cast the ghostly howll with this trait as a 2nd-level spell, and you regain the ability to do so when you finish along rest. Once you reach 5th level, you can cast the speak with the dead spell once with this trait, and you regain the ability to do so when you finish a long rest.
intelligence is your spellcasting ability for these spells.
You have bin exposed to the flowers of Bilqish and your slender form is adored by the leaves, vines and red flowers of the queen of sheba. You and your parents most likely lived in Bàrukh and where exposed to the queen and her plants necromantic energies
Ability score increase: your charisma increases by 1
You have advantage on saving throws against poisoning. And you have resiliece against poison damage.
You have been exposed to the energies of the underworld you lived near a portal leading there or you even lived in the land that is the gateway for the dead into the afterlife. Your body and mind are shaped to survive the horrors of this in between realm. Your body has ha slight ghostlike quality
Ability score increase: your dexterity increases by 1
Strenght of the underworld
You have advantage on savingthrows against being frightend. And you have resilience against necrotic damage.
The cult of Anubis their necromantic magic’s to create immortals has left its mark on your flesh. You are as strong and resilient as the mummies they create. Your mother was probably a temple assistant or a great necromancer. Maybe you are the child of the newly necropolitans of the undead nobles. The gods may know what magic they used to be able to carry you to term. Your skin is dry and powdery and your skin sits tight around your frame.
Ability score increase: your strengt increases by 1
Your hitpoint maximum increases by one, and increases by one everytime you gain a level
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.
Components: V, S
Casting Time: 1 action
Range: 50 ft.
Area of Effect: Sphere, 20-ft. radius
Saving Throw: Wis partial
You evoke the spirits of the dead in a 20-foot-radius sphere centered about a point you can see. These spirits emit an unearthly howl. Each creature in the sphere must make a Wisdom saving throw. If the saving throw fails, it has tactical disadvantage on ability checks and attack rolls until the end of your next turn. On a successful save, it has tactical disadvantage on its next attack roll before the end of your next turn. Undead and creatures that can’t hear the ghosts are immune to this effect.