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Sorcerous Origin
Comments from the Finger: We are suspiciously lacking in necromancers that are masters of necromancy, and this seeks to rectify that. Bonus points if you play a revenant pale master for maximum undeath synergy.

Pale Master

Pale Masters are terrible to behold. Your powers are necromantic in origin, your flesh is petrified and corrupted. Perhaps you were born under a bad star or in a field of blooming nightshade, or perhaps you were cursed with undeath, but failed to turn completely. Regardless, you are now caught in a horrific limbo; you are a living, sentient mind, trapped inside a rotting corpse.
     Because you are like the dead, they heed your beck and call. Your might grows as the dark curse rises within you, and an undead horde gathers at your side.

Deathsign
Starting at 1st level, you are marked with death. When you would normally take necrotic damage from a spell of 1st level or higher cast by a hostile creature, you instead regain hit points equal to half the necrotic damage dealt (rounded down.)
     Your deathsign also imbues you with necromantic magic. You learn necromancy spells at the sorcerer levels listed. These spells don’t count against your total number of spells known.

Pale Master Spells

Sorcerer Level  Spell
1st inflict wounds
3rd ray of enfeeblement
5th animate dead
7th blight
9th contagion
11th create undead


Undead Cohort
At 1st level, you have an Undead Cohort, the very beginning of your own undead horde. You can choose a Skeleton Cohort or a Zombie Cohort.
     Your cohort rolls its own initiative and acts on its own turn. Add your proficiency bonus to your cohort’s AC, attack rolls, and damage rolls. Its hit point maximum equals half its normal maximum or four times your sorcerer level, whichever is higher.
     On each of your turns, you can use a bonus action to mentally command your cohort and any other undead creatures under your control, as per the spell animate dead.
     You can surgically repair your cohort when you take a long rest, reanimating the remains if it has died, and restoring it to maximum hit points.

Emissary of Death
Starting at 6th level, whenever you deal damage with a necromancy spell, you can add your Charisma modifier to the damage roll. When you do so, you can spend 1 sorcery point to gain 1d10 temporary hit points.

Spellstitched Cohort
You have improved your cohort by 14th level using a technique called spellstitching. Your cohort learns one necromancy cantrip that it can cast on its turn using your sorcerer level.
     Additionally, your Deathsign extends to your cohort: when your cohort would normally take necrotic damage from a source other than a cantrip, it instead regains hit points equal to the amount of necrotic damage.

Overlord
At 18th level, when you cast the spell animate dead to reassert control over undead, you can expend a number of sorcery points to cast it as if using a spell slot higher one level higher for each point expended.

Sidebar: Cohorts
Though a cohort might have a unique appearance, such as being stitched together with glowing thread, they use normal statistics. A Skeleton Cohort uses the statistics of a skeleton, and a Zombie Cohort uses the statistics of a zombie, each with the changes detailed in the Undead Cohort feature.

 

Changelog: 6/10/16: Deathsign: Recover HP from necrotic damage only from spells of 1st level or higher.
Deathsign: Bonus spells added
6/13/16: Deathsign: Bonus spells don’t count against total spells known.
6/14/16: Deathsign: Recover half the damage dealt
7/18/16: Emissary of Death: Works with cantrips

 

 

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