Faded
Unearthed Apocrypha #3: Villainous Options, p. 2.
Related rules: the Fade.
You died sometime in the ancient past. You soul descended to Sheol, as it was supposed to, but then... something went wrong. Instead of fading entirely to become a Shade, the process halted, leaving your soul stranded in an in-between state... you are definitely not alive anymore, but for some unexplained reason your soul is unable to rest.
Perhaps a necromancer was interrupted while attempting to call on your soul using the Contact Other Plane spell. Maybe a loved one is in danger, and your connection to them will not allow you to rest until you have protected them. Or maybe the ancient superstitions are true, and some souls need to spend 40 days wandering the earth before they can pass on. Work with your GM to determine why you exist... but regardless, you’ve got problems to deal with.
The Rephaim are troubled by your presence, calling you “ghost,” “specter,” and “wraith.” You don’t feel like a ghost, but it’s also hard to argue with their logic. Either way, there’s a bounty on your head, and it’s probably best to avoid the Rephaim until you can figure out what’s going on.
If there are any other Player Characters in your party that are Rephaim, work with the other players and your GM during session zero to determine why they have agreed to work with you. For example, maybe you have convinced your Rephaim companions that this is a unique case that needs to be studied for posterity. Perhaps they believe that the true culprit is the necromancer who summoned you, and that you can work together to lay your soul to rest. Or maybe it’s as simple as recognizing that your undead state was not created through malice or selfish desire, but has been forced on you against your will. Whatever the reason, you should resolve this potential conflict before it arises at the table.
Creature Type: Humanoid
Size: Medium or Small (your choice)
Lifespan: You are immortal unless destroyed.
Speed: 30 feet
Darkvision. You have Darkvision with a range of 60 feet.
Undying. You are immune to Necrotic damage and the effects of the Fade. Additionally, you have Advantage on Death Saving Throws.
Unusual Nature. You do not need to eat, drink, or breathe.
Hover. You hover between a few inches and a few feet above the ground at all times. You are immune to the Prone condition.
Fade Magic. As you level up, your connection to the Fade grants you the innate ability to cast certain spells, as shown in the table. You can cast each of these spells without a spell slot, and regain the ability to cast it that way after finishing a Long Rest. You may also cast any of these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells.
| Character Level | Spells |
|---|---|
| 1 | Invisibility (self only) |
| 3 | Speak With Dead |
| 5 | Gaseous Form (self only) |
| 7 | Freedom of Movement (self only) |
| 10 | Etherealness (self only) |