Skeleton, Variant (5e Race)

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Skeleton[edit]

Physical Description[edit]

Skeletons are constructs of bone, sometimes retaining scraps of flesh from when they were alive, or even having their bones covered by a thin layer of sunken and dry flesh.

Skeleton Traits[edit]

Ability Score Increase. Your Constitution score increases by 1.
Age. Not counting their previous lives, Skeletons can be nearly any age. Skeletons don't age, and won't die of old age, until the spell keeping them alive collapses.
Alignment. Skeletons are almost always Neutral, following the bidding of whatever summoned them, be they good, evil or neutral. though Evil or Chaotic Skeletons are not uncommon.
Size. Size: Small or Medium
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to the fact that you have no eyes, magic was necessary to give you sight. In addition to being able to see in normal light, You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Additionally, you may attempt to see in Magical darkness by rolling Wis level against the casters Spell DC.
Mindless or Sentient. You may choose to be Mindless or Sentient. If you are mindless, you can only be charmed or taken control of by Necromantic magical means, all other means automatically fail. You also gain disadvantage to all persuasion checks against all non-Neutral characters. If you choose to be sentient, you gain advantage in saving throws against being charmed and all attempts to gain control over your character.
Already Dead. Because of the fact that Skeletons have already died, they are harder to kill. You get advantage on death saving throws.
Restoring Limbs. You can restore any limb after it being detached or destroyed by simply finding a suitable replacement, then attaching it with a action.
Skeletal Resistance. You have advantage in saving throws to poisons, diseases, and resistance to slashing, piercing, and fire damage.
Skeletal Weaknesses. You vulnerable to bludgeoning damage. If a Dispel Magic spell is cast on you, make a Constitution saving throw against the caster's spell save DC. If you fail, you fall unconscious for 1 minute. You may repeat the saving throw at the end of each of your turns. Upon succeeding, immediately regain consciousness.
Dis-connectable. When you take a critical hit, one of your limbs fly in a random direction in a 30ft radius. You may roll a d4 to determine which limb flies off with 1 being a arm, 2 being a legs, 3 being a hand, and 4 being a foot.
Tireless. You don't have to eat, drink (However, you may still taste.) sleep or breathe.
Languages. You are able to speak read and write Common, and the language of their non-human creator.

Skeletal Origin[edit]

When choosing this race, you must choose a skeletal origin.

God Touched[edit]

Those touched by gods, letting them, or forcing them to live after their body is gone. Those who were raised by gods often become Necromancers or great Liches.

Ability Score Increase. Your Intelligence or Wisdom score increases by 2.
Servants of Death. You have resistance to necrotic damage.
Undead Hordes. At 6th level, you gain the animate dead spell if you don't have it. You can use animate dead spell to animate a large creature from a pile bones or corpse instead of two medium pile of bones or corpse and the time you keep control over them without re-casting the spell is doubled. If you don't have a spell DC you can use your Intelligence as your spell DC. You may use this spell a maximum of once per long-rest. Every sixth level afterwards, you may use it an additional time per short rest (E.G. twice at level 12, three times at level 18, etc.)
Chilling Presence. You gain the chill touch Cantrip and if you don't have a spell DC you can use your Intelligence as your spell DC.

Magic Fluke[edit]

Skeletons who were brought back to life through a magical mishap. They often wander without purpose, and will gladly aid whoever stumbles upon them first.

Ability Score Increase. One Ability Score of your choice increases by 2, or two Ability Scores of your choice each increase by 1.
Magic Borne. As a reaction, you may choose to take no damage from a spell, you may choose this before or after you know how much damage you will take from the spell. This cannot be used to reduce Radiant damage. Once you do this, you cannot do it again until you have finished a long rest.
Arcane Knowledge. You gain proficiency in the Arcana skill.
Innate Magic. You know the mage hand and Prestidigitation [prestidigitation cantrips.

Raised Minion[edit]

A Skeleton raised by a Necromancer, who died before the spell that raised them was released. They are often followers, not leaders, whereas some might go alone to finish a quest or follow a character as a bodyguard. For that the Raised Skeletons usually follow a PC or NPC and do what they are ordered.

Ability Score Increase. Your Strength or Dexterity score increases by 2.
Giant Skeleton. Your size counts as being 1 larger than you currently are for carry capacity and strength checks.
Unbreakable Bones. You gain +1 to your AC and at 10th level another +1 AC because of your strong bones.
Experimental Minion. Necromancers often enjoy experimenting on their minions when they raise them. To represent this, at level 1, you gain access to a feat of your choice, or can take a racial trait from another playable race or creature in the Monster Manual.
Taxidermy. Being a skeleton you can add or subtract bones from your body therefore you can add to your body roll a 15 or higher to find a suitable bone and roll another 15 or higher to place it in the desired position or joint.


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