Wight

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Wight

Ability Score Increase: Your Strength score increases by 2, and your


constitution score increases by 1.

Age: Wights are typically created from the remains of humanoids who died
with strong emotions or unfinished business. They can exist for centuries, but
their consciousness may fade over time.

Alignment: Wights tend toward neutral or evil alignments, often driven by


the remnants of their past lives.

Size: Wights are medium-sized, ranging from 5 to 6 feet tall.

Speed: Your base walking speed is 30 feet.

Darkvision: You have darkvision out to a range of 60 feet. You can see in
dim light as if it were bright light, and in darkness as if it were dim light. You
can’t discern color in darkness, only shades of gray.

Undead Resilience: You have advantage on saving throws against being


poisoned and resistance to poison damage.

Life Drain: As an action, you can make a melee spell attack against a
creature within 5 feet of you. On a hit, the target takes 1d6 necrotic damage,
and you regain hit points equal to half the necrotic damage dealt. This
damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th
level. You can use this feature a number of times equal to your proficiency
bonus, regaining all expended uses after a long rest.

Spectral Form (At 3rd Level): Once per long rest, as a reaction when you
are hit by an attack, you can become incorporeal until the start of your next
turn. You take no damage from the attack, and any attacks against you
during this time have disadvantage.

Languages: You can speak, read, and write Common and one other
language of your choice.

Subrace Options

Wight of the Vengeful Spirit

Vengeful Presence: You have proficiency in the Intimidation skill.


Additionally, you can cast cause fear once per long rest without expending a
spell slot.

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