Mortif

Mortif are the Half-Dead, the Duskborn, descended from both the living and the dead, or touched by the magic of the dying night. Few Undead can bear children, but vampires, liches, some mummies... And that's about it, can. Usually the Mortif are simply touched by the Shadowfell above or during birth, or perhaps their ancestors were. Undead aren't very good at making kids, so this is how it must be, for the most part.

Mortif are often seen as Omens, both for the living and the dead. This has some basis in reality; If there are Mortif in an area, that either means there were undead, or that the Shadowfell is closer than would be preferred. Of course, the dead see the Omen in that Mortif are often hunters which use their own power against them...

Mortif are almost always deathly pale, and often have white hair. They can otherwise take nearly any appearance.

Mortif as DnD Characters=

Mortif as DnD Characters
Mortif manifest a great many traits of the dead, the Shadowfell inflicting untold curses and blessings to all things, and the possibility for Mortif to wield any of them.

Mortif gain a +2 to one ability score and a +1 to another, or a +1 to three separate ability scores.

When designing your Mortif, you then choose three of the Planestouched Features or Mortif Features(Below), one of which is probably a Dead Body feature. A Heroic Mortif gains two additional features. A Mortif Paragon gains two more, in addition to the Dual Nature feature. An Epic Mortif gains three additional features.

Dead Body Features
Blood Body. You gain fangs, which are natural weapons which you are proficient in using. These use a d6 damage die, and deal additional necrotic damage equal to a number of d6's equal to your Tier. When you deal necrotic damage with this bite, you gain sustenance for the day. In addition to these fangs, you possess a Shield against Cold, Necrotic, and Poison damage equal to half your maximum hit points, which you regain at the end of a rest.

Bone Body. Your body is skeletal. You possess advantage on Dodge defense rolls and dexterity saving throw to avoid piercing damage. You do not need to eat or drink. Further, you possess a Shield against Cold, Necrotic, and Poison damage equal to half your maximum hit points, which you regain at the end of a rest.

Flesh Body. You have an ordinary body, though it is incredibly resilient. You possess advantage on concentration checks prompted by damage (As you can't feel the pain much), and a Shield which covers all damage aside from Fire, Force, and Radiant damage. This Shield is half your maximum hit points and you regain it at the end of a rest.

Shadow Body. Your body is mostly incorporeal. You may move through objects as if it were difficult terrain. If you end your turn inside of a solid object or creature, you are shunted back to where you entered the object or creature and suffer 1d10 force damage for every 10 feet moved. Furthermore you can fit into a space as small as an inch if you squeeze. In addition you have Shield equal to half your maximum hit points against Cold, Necrotic, and Poison damage. You regain this shield at the end of a rest.

Normal Mortif Features
Grave Intuition. You gain proficiency in intimidation and stealth checks, and possess a d4 Intuition Die for them.

Natural Channel. You learn a spell related to necromancy or death of 1st level whose casting time is 1 minute or more. You may cast this spell over the course of 10 minutes without spending a spell slot or other resource simply by focusing your will over the energies of death. You learn additional such spells as you gain levels, such that you know one spell at each spell level upto half your level.

Shadow Tongue. You may communicate telepathically with creatures upto 60 feet away. They must understand some language, though you do not need to share one. Taking this additional times increases the range by 60 feet.

Touch of Life and Death. You gain Lay On Hands equal to twice your level. In addition to the normal uses of this energy, you may use it to deal necrotic damage equal to the number of points expended, or you may spend 5 points to inflict a creature with a nonmagical disease, which is resisted as normal. These actions may involve a spell attack roll to hit your target.

Undead Fortitude. You add your tier to your constitution modifier for the purposes of gaining benefits from the score. Taking this multiple times grants a further +1 to your effective modifier each time.

Undying Spark. You are proficient in Death Saving Throws. When you roll a death save which is 20 or higher, you regain hit points equal to your level. Taking this feature multiple times allows you to regain an additional die of hit points. The die's size is that of your proficiency die.

Yin Focus. The energies of death are generated within your body. You possess Ki equal to half your maximum level, which you regain at the end of a short rest. This Ki possesses the Yin quality, and you may spend one point of Ki to cast Inflict Wounds. This is cast at a level equal to your Tier. Taking this feature multiple times grants further Ki equal to 1/4th your level, and increases the spell's level by 1.

Otherworldly Form Mortif Features
Tenebrous Form. You are as material as shadows while your Otherworldly Form is active. You possess any number of 'arms' with which to attack or wield weapons, made from shadow, and you can slip through cracks no less than an inch wide without squeezing. Taking this multiple times causes your attacks to deal 1d8 additional necrotic damage each time.

Zulo Armor. You gain bony armor while transformed. Whenever you suffer nonpsychic damage while your Otherworldly Form is active, you roll your highest Intuition Die and reduce the damage by the amount rolled. This takes effect after the Resistance and Damage Threshold, if those apply. Taking this multiple times allows you to roll an additional die each time.


 * -|Mortif as FATE Characters=Sample Stuff