Giegue
2019-01-18, 11:53 AM
Necromancy. Few other magics inspire as much revulsion, dread...and fascination, as this black art. The ability to command the forces of death and animate shambling armies of rotting undead is a temptation that lures a many depraved individuals, and of them the Pale Master is perhaps the most foul. While Necromancy specialist wizards spend years devoted to the study of Un death, the Pale Master is an individual who seeks a quick and easy route to necromancer power. Not wanting to waste time studying musty old tomes, Pale Masters instead put themselves through the horrific ordeal or removing one of their limbs or organs and replacing it with a similar body part from a particularly powerful or corrupted undead. This depraved act grants them power over the undead comparable to the most learned wizard, but at the cost of leaving them forever tainted by their foul graft.
While most Pale Masters are twisted individuals seeking an easy route to necromantic power, there are an unlucky few who are instead given the powers of a Pale Master against their will. Many mad necromancers delight in the morbid possibilities that grafting undead body parts or undead organs onto or into their test subjects may hold, and you may have been one of these unfortunate lab rats. However, regardless of whether you sought out your powers or where given them against your will, they are fundamentally twisted and corrupting. While you may not be a villain, you constantly struggle against depraved, morbid urges that creep into your mind from the necrotic taint your graft pumps through your body. Whether you end up a tortured anti-hero or foul villain depends largely on whether or not you gain control of your dark magics, or let them control you. However, no matter your origin or outlook, you are a master reanimator who commands both the powers of both death and undeath.
Macabre Secrects
The Necrotic bile coursing through your body contains the power to produce necromantic effects beyond the scope of traditional Sorcery. Starting at 1st level, when your Spellcasting feature lets you select a Sorcerer cantrip or Sorcerer spell known, you can choose that spell from all necromancy spells on the Wizard list of levels you can cast, or the Sorcerer list.
Additionally, you can also harness the taint contained within you to bring undead under your control. Once per short or long rest, you can spend 2 sorcery points to target an undead creature within 30ft and force it to make a Wisdom saving throw against your Sorcerer Spell Save DC. On a failed save, the target must obey your commands for 24 hours, or until you use this feature again. Undead whoes CRs equal or exceed your Sorcerer level are immune to this effect.
Undead Graft
The source of your power is your undead graft, a foul limb, organ, or other body part from a particular powerful or tainted undead that you have grafted into or into your own body. Typically, this is a skeleton or zombie arm that replaces one of your own, though it can take any form you wish (such as a vampire heart replacing your own, or one of your eyes being replaced by an undead’s eye).
Regardless of the form it takes, your graft corrupts your body, pumping necrotic bile through it and giving it the unnatural toughness of an undead creature. Starting at 1st level, your AC equals 13 + your Dexterity modifier as long as you are wearing no armor and carrying shield. Additionally, you have advantage on saving throws against spells and other effects that deal poison damage or inflict the poisoned condition.
Lord of the Dead
Starting at 6th level, you become a peerless master of the art of raising and controlling undead. When you cast a Necromancy spell to reassert control over undead you created (Such as Animate Dead or Create Undead), you can expend any number of sorcery points to cast it as if using a spell slot one level higher for each point expended, to a maximum of one spell level higher than the highest spell level to which you have access. Additionally, undead you summon, raise, or create gain the following additional benefits:
They add your Sorcerer Level to their hit point maximums
They add your proficiency bonus to their weapon damage rolls.
Pale Master’s Touch
At 14th level you learn how to Channel Necrotic Power from your undead graft into your touch, allowing you to kill enemies and raise them as undead minions. As an action, you can make a melee spell attack using your Sorcerer spell attack modifier. If the attack hits, it deals Necrotic damage equal to ½ your Sorcerer level level of d6’s + Charisma modifier. Any medium size humanoid that dies as a result of this touch attack rises as a zombie under your control. Once you use this feature, you cannot do so again until you finish a short or long rest.
Zone of Desecration
At 18th level, you gain the power to desscrate an area of land, making undead raised there stronger. Once per long-test, you may create a 20 foot radius area of desecrated land with a 10 minute ritual. For the next hour, any undead created there (such as with Animate Dead or Create Undead) has a Strength 2 higher than it had in life (to a maximum of 20) and treats it’s weapon attacks as magical for the purpose of bypassing resistance.
While most Pale Masters are twisted individuals seeking an easy route to necromantic power, there are an unlucky few who are instead given the powers of a Pale Master against their will. Many mad necromancers delight in the morbid possibilities that grafting undead body parts or undead organs onto or into their test subjects may hold, and you may have been one of these unfortunate lab rats. However, regardless of whether you sought out your powers or where given them against your will, they are fundamentally twisted and corrupting. While you may not be a villain, you constantly struggle against depraved, morbid urges that creep into your mind from the necrotic taint your graft pumps through your body. Whether you end up a tortured anti-hero or foul villain depends largely on whether or not you gain control of your dark magics, or let them control you. However, no matter your origin or outlook, you are a master reanimator who commands both the powers of both death and undeath.
Macabre Secrects
The Necrotic bile coursing through your body contains the power to produce necromantic effects beyond the scope of traditional Sorcery. Starting at 1st level, when your Spellcasting feature lets you select a Sorcerer cantrip or Sorcerer spell known, you can choose that spell from all necromancy spells on the Wizard list of levels you can cast, or the Sorcerer list.
Additionally, you can also harness the taint contained within you to bring undead under your control. Once per short or long rest, you can spend 2 sorcery points to target an undead creature within 30ft and force it to make a Wisdom saving throw against your Sorcerer Spell Save DC. On a failed save, the target must obey your commands for 24 hours, or until you use this feature again. Undead whoes CRs equal or exceed your Sorcerer level are immune to this effect.
Undead Graft
The source of your power is your undead graft, a foul limb, organ, or other body part from a particular powerful or tainted undead that you have grafted into or into your own body. Typically, this is a skeleton or zombie arm that replaces one of your own, though it can take any form you wish (such as a vampire heart replacing your own, or one of your eyes being replaced by an undead’s eye).
Regardless of the form it takes, your graft corrupts your body, pumping necrotic bile through it and giving it the unnatural toughness of an undead creature. Starting at 1st level, your AC equals 13 + your Dexterity modifier as long as you are wearing no armor and carrying shield. Additionally, you have advantage on saving throws against spells and other effects that deal poison damage or inflict the poisoned condition.
Lord of the Dead
Starting at 6th level, you become a peerless master of the art of raising and controlling undead. When you cast a Necromancy spell to reassert control over undead you created (Such as Animate Dead or Create Undead), you can expend any number of sorcery points to cast it as if using a spell slot one level higher for each point expended, to a maximum of one spell level higher than the highest spell level to which you have access. Additionally, undead you summon, raise, or create gain the following additional benefits:
They add your Sorcerer Level to their hit point maximums
They add your proficiency bonus to their weapon damage rolls.
Pale Master’s Touch
At 14th level you learn how to Channel Necrotic Power from your undead graft into your touch, allowing you to kill enemies and raise them as undead minions. As an action, you can make a melee spell attack using your Sorcerer spell attack modifier. If the attack hits, it deals Necrotic damage equal to ½ your Sorcerer level level of d6’s + Charisma modifier. Any medium size humanoid that dies as a result of this touch attack rises as a zombie under your control. Once you use this feature, you cannot do so again until you finish a short or long rest.
Zone of Desecration
At 18th level, you gain the power to desscrate an area of land, making undead raised there stronger. Once per long-test, you may create a 20 foot radius area of desecrated land with a 10 minute ritual. For the next hour, any undead created there (such as with Animate Dead or Create Undead) has a Strength 2 higher than it had in life (to a maximum of 20) and treats it’s weapon attacks as magical for the purpose of bypassing resistance.