Mournwalker
This race is taken as a feat at first level.
A few people that died on the battlefield have come back to life - but with an emptiness. Everything they had known is gone, and many have driven themselves to insanity wandering the now-desolate wasteland that was the beautiful kingdom of Tez. A mournwalker’s soul has mostly departed, leaving them with a husk of a body. A mournwalker could be from any walk of life in Tez during wartime, although not all the dead come back as a mournwalker - only a select few do.
Physical description: A mournwalker retains the looks of their past race, but has an obviously dead appearance. Sunken eyes, a light purple undertone to their skin, and - if they’re old enough - flesh and muscle falling away to reveal bone.
Relations: Mournwalkers are often assumed to just be casting an illusion on themselves and are looked at as “weird” in smaller communities, but in cities such as Cezar, people don't even bat an eye unless a mournwalker draws attention from someone that attempts to cast Dispel Magic on them. When it fails, causing them to realize it is not an illusion, some people freak out. Others are intrigued - for example, a student of an arcane academy would want to know all they possibly can about this strange creature, often by not the most humane means.
Racial Traits: A mournwalker has all of the traits of another race that it originally was initially, plus the following:
Ageless: You don't age, and effects that would cause you to age don’t work on you.
Cling to life: When you make an attempt to stabilize your hit points, if your roll is above 90 then you regain 1 hit point and stabilize. You can continue to roll this even when stabilized until you hit one hit point, at which point you regain consciousness and rise back up to continue combat.
Reverence: you retain your creature type, yet you register as undead to spells and other effects that detect the presence of an undead creature type.
Unsettling presence: as an action, you can unsettle creatures that can see you. Anyone within 10 feet in any direction of you must make a will save against an intimidation check by you; on a successful save this has no effect on them, on a failed save the target that failed the save becomes frightened for 1d3 rounds plus you charisma modifier. Once you use this trait you cannot use it again until you finish a long rest. This does affect allies.