Many die in the grips of the swarm, a few are left in the pools of Ether to die. A drunk falls into an Aklylether tank. Thousands die in result of Ether Subjection for 1 to survive. Someone is left for days after an Arylether overdose. Though many different walks of life can result in becoming a Remnant, what binds them is the exposure to the Ether at, and for a time after, death.
There is no guarantee that you will turn after death, with only a low percentage breathing 'life' again.
Life is difficult but rewarding, Remnants tend to bind themselves to a cause or mission, and push towards that goal with fervor. Relationships are difficult for Remnants, as is empathy as they have become more logical and goal focused. This makes them perfect for sensitive roles, as their motivation is to fulfill their purpose than the frivolous gains of power or possessions, though some will look towards gaining these to fulfill their pose if need be, but they are in no rush due to their expansive life times.
Remnants, after some time after their resurrection, will appear as humans again though with pale skin, their magical blood reforming an illusion of their original appearance, but their true form is visible in mirrors, during sleep and when they intentional exhale all the air from their lungs.
Rarity. Ultra Rare, in one great city, a handful may be known. Though many sign up with the expiditionary force, fighting for the living against the swarm.
Ability Score Increase. Your Constitution increases by 2
Age. Due to your tainted attributes, you can live up to 800 years, at which point your body begins to completely desicate.
Alignment. Most Remnants tend either towards lawful good, defenders of the living, or lawful evil, seeking to avenge their deaths.
Size. Remnants are slim and slightly taller than the living humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
True Form. You may exhale fully, and reveal your true form held together with ether. You typically appear as just a pale human, but in your true form you reveal your fearsome broken and shattered form being held together with pitch black ether ectoplasm. You have advantage on Intimidation (Charisma) checks. Your true form is also visible in reflections and when sleeping.
Darkvision. You can see up to 60 feet in complete darkness. You cannot perceive colours, only shades of gray when in this darkness.
The Dead still March. You have advantage on Constitution saves against exhaustion.
Trance. You can meditate 4 hours as a long rest.
Ethereal Movement. You can move through other creatures and objects as if it were a thick goo. You take 5 (1d10) damage if you end your turn inside an object. All of your inanimate possessions also hold this attribute (ignoring damage) as long as they are on your person, being corporeal if removed. You can use this feature for 5 feet for 1 + Dex + Prof per short or long rest.
Spectral Body. Due to your incorporeal nature, you are harder to hit. When not wearing armor, your AC is 13 + Charisma modifier.
Languages. Common, Sewertongue
The Ether that flows through your veins grants you access to certain powers that reveal themselves as your body becomes rendered fully infected.
Incorporeal Form. At level 1, as an action, you turn into an ethereal mist for up to 10 minutes at will. While you are in this form you have advantage on Dexterity saving throws and Dexterity (stealth) checks also, you have a Strength of 2 and cannot do any other action than moving or dismissing your form as a bonus action. You can use this feature your Charisma modifier + proficiency bonus per long rest. Each 15ft of movement reduces the duration by 30 seconds. While in this form you can use Ethereal Movement.
Riveting Whisper (Fear). At level 2, one creature of your choosing within 30 feet that can hear you must succeed on a DC 13 Wisdom saving throw or become magically frightened until the end of your next turn. You can use this per Charisma modifier per long rest.
Incorporeal Leap (Misty Step). At level 3, you are capable of using magical means of movement. The air and light around you distort as you teleport up to 30 feet to an unoccupied space that you can see. Able to be used once per proficiency per long rest.
Ethereal Flare (Eldritch Explosion). At level 5, as an action, your body explodes outward in a form that defies logic, twisting into tendrils of rigid ethereal light that sweep across the immediate location, your appearance returns to normal after these waves dissipate, and reconstitute into your form. To use this ability, you take 2d4 force damage, increasing per level, 4d4 at level 9, 4d6 at level 13, 5d6 at level 17, and 6d6 at level 20. Make a range spell attack on all creatures (friend and foe) within 30 feet. On a hit, the target takes 1d10 force damage. The damage you deal increases by 1d10 at level 9 (2d10), at level 13 (3d10), at level 17 (4d10, and at level 20 (5d10). Make separate attack rolls for each creature.
The ether holding your form and soul together is fragile but elastic, and can be disrupted if you become incapacitated. If you fall unconscious, your passive form collapses, into a sticky, filmy layer of ethereal ectoplasm that spreads over every surface in a 5 foot radius, considered to be difficult terrain. Enemies touching the ectoplasm automatically fail all Dex (Stealth) checks until they are no longer in contact with the ectoplasm. If you become conscious again, the ectoplasm reforms as your body and all effects immediately dissipate, but a trace may be detected through magical detection means. If you die, the ectoplasm magically evaporates after 1d4 days. While unconscious and in ectoplasmic form, once per turn, you may choose to automatically fail one death saving throw to impose one of the following effects on any number of creatures touching your ectoplasm:
Rejection from the Dead. If you die, you may choose to return to life after 100 days have passed as long as you have unfinished business and as long as at least one person who witnessed your death has a vested interest in seeing you return to life.