Forsaken (3.5e Race)

From D&D Wiki

Jump to: navigation, search
600px-Ambox wikify.svg.png This page is not formatted correctly. Reason: This is a template, not a race.

You can help D&D Wiki by improving the formatting on this page. When the formatting has been changed so that this template is no longer applicable please remove this template. If you do not understand D&D Wiki's formatting standards please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing formatting help


All undead are created with a certain affinity for and dependence on negative energy. It is this trait which causes them to act so aggressively towards the living, and which allows necromancers to control them so easily.

Some intelligent undead with especially strong wills, however, have learned how to break free of the bonds of necromancy, and sustain themselves through ordinary food and drink rather than through negative energy. Shunned by both the living and by the more mindless undead of the necromancers they once served, the only recourse for these Forsaken was to band together with other Forsaken and form their own underground socieities.


It stands to reason that a Forsaken is not the same person he was in life. In fact, a Forsaken tends to be as different from his living self as night is from day. Abandoned by those who were once their kin, most Forsaken have thrown away whatever traditions, customs, ideals, and standards their race or culture may have been known for. A Forsaken Elf may no longer revere nature and the arts; a Forsaken Dwarf may have cast aside the ideals of duty and honor that characterize Dwarven society. Most of them tend to be bitter, morbid, and distrustful, especially towards the living.

Physical Description[edit]

The Forsaken are pretty much what you would expect from walking corpses: rotting, diseased husks of whatever race they once were, sometimes with torn areas of flesh that expose the muscle, bone, and sinew.


Regardless of race, Forsaken tend to harbor deep resentment towards the living, partially out of jealously and partially out of a sense of abandonment and betrayal. Within Forsaken society, however, the level of racial tolerance is astonishing. Recognizing the need to stick together in a world that hates and fears them, all Forsaken share a sense of inherent brotherhood with other Forsaken, going so far as to cast aside any ancestral grudges or prejudices they may have held in life. While among the living, Elves and Drow may be mortal enemies, and Dwarves and Skaven may despise one another, within Forsaken society, members of once-rival races have no problem befriending one another. One might say that Forsaken society is the most racially tolerant of all societies--they just aren't very tolerant of the living.


The bitter and resentful Forsaken tend to stray away from the Good alignment, though there are more than a few exceptions. Lawful Neutral is the most common alignment among them.


Shunned by the rest of the world, Forsaken tend to settle in isolated, secluded areas, often underground. As undead beings, they don't particularly care about things like climate or terrain, just as long as it's livable.


Varies widely. Some Forsaken retain the religions they had in life, while others cast them aside in favor of deities more suited to their new outlooks. Many have cast aside religion altogether, seeing the gods as cruel beings who abandoned them along with the rest of living society.


Forsaken speak the languages they knew in life. As a society, they have adopted Undercommon as the language of their people, a means to speak amongst themselves and a mutual bond.


Forsaken generally keep the names they had in life.

Racial Traits[edit]

To create a Forsaken character, you must first choose a "base race" from the list of existing races. Forsaken functions as a "racial template": rather than creating a new race, it applies a set of modifiers to an existing race.

A Forsaken character has all of the same racial traits as the "base race", with the following modifiers:

  • Ability Score adjustments: Same as base race, with an additional +2 to Wisdom and an additional -2 to Charisma. Forsaken tend to be more worldly than they were in life, but they have lost much of their personality.
  • Type changes to Undead.
  • Size: same as base race.
  • Forsaken base land speed is the same as the base race. They also retain any other movement modes the base race may have had.
  • Undead Traits: All Forsaken gain the following traits. If any of these traits contradict any traits of the base race, the Forsaken traits take precedence:
    • No Constitution score.
    • Darkvision out to 60 feet.
    • Immunity to all mind-affecting effects.
    • Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
    • Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
    • Healed by negative energy and damaged by positive energy.
    • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
    • Uses its Charisma modifier for Concentration checks.
    • Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
    • Forsaken do not need to breath or sleep
  • Unlike most undead, the Forsaken do require food and drink. This is the tradeoff for having broken their dependence on necromantic energies. However, since they are immune to poison and disease, they can eat almost anything that has nutrients.
  • Regardless of class levels, all of a Forsaken's Hit Dice are d12's.
  • Will of the Forsaken (Ex): Forsaken are immune to turning and rebuking. Additionally, they recieve a +4 racial bonus on their saving throws against the command undead and control undead spells.
  • Thousand-Yard Stare (Ex): When a Forsaken uses the Intimidate skill in combat to demoralize an opponent, he only needs to spend a move action, rather than a standard action.
  • Chilling Presence (Ex): With the exception of the Intimidate skill, Forsaken suffer a -4 penalty on all Charisma-based skill checks when dealing with living NPC's.
  • Forsaken's Curse: Once they realized their creations could go rogue on them, necromancers started imbuing them with failsafes--should one of a necromancer's undead minions break free of his control and rebel against him, the former minion would be afflicted by a powerful curse as punishment. Thus, almost all Forsaken suffer from one of the following curses (chosen at character creation). The curse can never be broken:
    • Curse of Weakness: This Forsaken takes a -1 penalty on all attack rolls and on all save DC's against its spells and special abilities.
    • Curse of Vulnerability: This Forsaken takes a -1 penalty to its AC and to all of its saving throws.
    • Curse of Incompetence: This Forsaken takes a -1 penalty on all skill and ability checks.
  • Automatic Languages: Same as base race, plus Undercommon. Bonus Languages: Same as base race.
  • Favored Class: Same as base race.
  • Level Adjustment: Same as base race.

Vital Statistics[edit]

Forsaken Random Starting Ages: Same as base race.

Forsaken Aging Effects: Forsaken do not suffer any effects from aging and cannot die of old age.

Forsaken Height and Weight: Height is the same as the base race. Weight is the same as the base race minus a certain amount based on size (due to rotting of flesh):

  • Large: -3d20 pounds
  • Medium: -2d20 pounds
  • Small: -1d20 pounds

Back to Main Page3.5e HomebrewRaces

Personal tools
Home of user-generated,
homebrew, pages!
admin area
Terms and Conditions for Non-Human Visitors