A friend of mine wanted to take the concept of the Pale Master from 3.5 and reiterate it to Fifth Edition Dungeons and Dragons, with its own little spin on it. A lot of time and effort went into this one! I sometimes feel bad, when he comes to me with an idea I worry he feels like and adventurer coming into the dragons den! But after lots of back and forth, nerfing and buffing, and some reiteration I think this is a pretty decent class!
If you’d like to follow the guy who made it, his twitter is here!
Back in 2008, a friend came up with the “Galdrin” portmanteau as they observed the development between these two, and so I’m celebrating ten years of their unexpected, unusual love story with a series of quick illustrations over the next few months.
Pose inspired by a scene from “The Last Trial” Dragonlance musical that happened to be a perfect fit.
Some necromancers wish to conquer, and others to control, but all utilize their necromantic powers as a means to an end, a way to pave the way to their true ambitions. Pale masters are no different, but few have grand plans to compete with the overlords nor dedicate themselves to the art of war as the death knights do. Rather, pale masters dedicate themselves to self-improvement and the growth of their powers. Pale masters range from the curious mage’s college student to the power-hungry spellcaster harassing the local hamlets. With the ability to embolden their spells, communicate with the undead, reduce the bravest souls to quibbling cowards, and effortlessly command their thralls in the thick of battle, these seemingly aimless spellcasters are no less a threat than any other necromancer.
CHARNEL EMPOWER
Starting when you choose this ambition at 3rd level, you can empower your spells with necromantic energy from your own well of magic. When you cast a necromancy spell of 1st level or higher that deals damage, you can expend a number of points up to your level + your Intelligence modifier from your Charnel Touch pool. When you do so, one of the spell’s targets of your choice takes extra necrotic damage equal to the number of points expended.
UNDEAD EMPATHY
Also at 3rd level, your command of the undead affects the will of those who aren’t under your control. Whenever an undead creature targets you with an attack, it must first make a Wisdom saving throw against your spell save DC. On a failed save, its attack misses and, if its Intelligence is 4 or lower, it becomes friendly to you and your allies for 1 minute. Additionally, you have advantage on Charisma checks you make against undead with Intelligence of 5 or higher.
FRIGHTENING GAZE
Beginning at 6th level, you gain proficiency in the Intimidation skill, if you didn’t have it already. Additionally, you can expend 10 Charnel Touch points as a bonus action to fix your horrific gaze on a creature you can see within 60 feet of you. The target must make a Wisdom saving throw against your spell save DC or be frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
THRALL RUSH
Beginning at 10th level, whenever you roll initiative and aren’t surprised, you can command each of your thralls to either move up to their speed or attack once.
LICHDOM: PALE ASCENDANT
At 20th level, you have reached the pinnacle of necromancy and transformed yourself into a lich. Your skin clings tightly to your bones, your muscles wither, and your eyes turn milky and dull. Yet, through the veil of weakness, your body exudes unbelievable arcane power. You gain the following features in addition to the Lichdom feature:
Devour Soul. When you reduce a hostile creature to 0 hit points, you can immediately devour the creature’s soul to refuel your horrific powers (no action required). Roll a d8 and regain expended spell slots of your choice whose combined level is no greater than the number rolled. You can’t use this feature again until you finish a long rest. A creature whose soul is devoured can’t be restored to life by any means short of a true resurrection or wish spell.
Paralyzing Touch. When you expend 20 or more points when making a Charnel Touch attack, the target must succeed on a Constitution saving throw against your spell save DC or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Found out the Pale Master class by grimpress has been updated to the Grave Warden with some clarification, adjustments and other notes. I'm sad I don't get religion as a free skill at level one, and the cleric cantrip, lol, but I love it, and so grateful drivethrurpg didn't charge me for the update