Acursed

Almost all undead in the world worship the mighty Alidon as a god. After all, he had given them a second chance at life, though as a walking corpse. The Acursed as mainly a faction of this undead, and they tend to focus on freedom for undead; an understanding that they will serve, but should be allowed to live their own lives outside of that.

Age : Being an undead creature, the Acursed do not age.

Alignment : The Acursed, being an undead creature undead the Nexus, have their aligments bound to the Nexus and it's will. That's said, more independent Acursed can forge their own path.

Size : The Acursed stand at the same height as they did in life. Though, they may have lost a few pounds. Your size is Medium.

Speed : Your base movement speed is 30 Feet.

Languages : Acursed speak the same languages as they did in life, plus the language of Skullchatter.

Ability Score Bonuses : Constitution gains a +2, 1 Ability Score of your choice gains a +1.

Darkvision : Being bound to the dark path of undeath grants some extra benefits, giving them Darkvision up to 60 Feet.

Undead Nature : Your creature type is undead, rather than humanoid. You also gain the following benefits:


 * You count as a humanoid for the purpose of attacks, spells, and features that have no effect on undead.
 * You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
 * You don't need to eat, drink, or breathe.
 * You don't need to sleep, and magic can't put you to sleep.

Cannibalize : You can consume the corpse of any natural creature. When you use this ability, you spend up to 1 minute consuming the corpse. During this minute, you must spend an action. Each time you use an action, including on the turn you start on, you regain 1d6 + your Constitution modifier hit points.

Knoweledge from the Grave : As an Acursed, you gain a special trait of your choosing:


 * Arcane Legacy (must have been a High Elf) : Even beyond death, you attunement to magic is still intact. You can choose one of the below abilities:
 * You gain a +1 to your Spell Attack and Spell Save, and a +2 to Mana.
 * You gain one cantrip from the Mage spell list.
 * When using a ranged weapon, you can spend 2 Mana to add 1d4 Arcane Damage to the attack.
 * Determination (must have been a Human) : When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. You can't do so again until you finish a short or long rest.
 * Enduring Rage (must have been an Orc) : When you are reduced to 0 hit points but not killed, you can drop to 1 hit point instead. You must then finish a long rest to use this feature again.
 * Cat's Claws (must have been a Nekoian) : Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
 * Dwarven Toughness (must have been a Dwarf) : Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
 * Shadowmeld : When you are in dim or dark light, you gain advantage on Dexterity (Stealth) checks.
 * Touch of Decay : You can spend Mana equal to the cost of a level 1 spell to empower your weapon, making it deal an extra 1d6 damage, which can be ether Frost or Poison. If you do not have Mana, you can only use this ability once per long rest.