Pale Master
When the need for superiority drives a necromancer, there is no end to their ambition. Such necromancers, known as pale masters, work feverishly to master every corner of necromantic magic, less out of the desire to improve themselves and more out of spite for their rivals.
This perhaps speaks to a dirty secret of necromancy: most necromancers hate each other. Bitter rivalries, grudges, and insignificant slights motivate pale masters to embrace lichdom with unequaled fervor, for to master necromancy means to accept no equals.
Pale Master Spells
When you choose this ambition at 3rd level, you learn additional spells as noted in the table below. Each of these spells counts as a necromancer spell for you, but doesn’t count against the number of necromancer spells you know. New spells are marked with an asterisk.
Spell Level | Spells |
1st | exhume*, inflict wounds |
2nd | invisibility, ray of enfeeblement |
3rd | animate dead, fear |
4th | black tentacles, blight |
5th | cloudkill, scrying |
Charnel Empower
At 3rd level, you can empower your spells with necromantic energy from your own well of magic. When you deal damage with a necromancy spell of 1st level or higher, 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.
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: Archlich
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 hit with a Charnel Touch attack and expend 20 or more points, 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.
Is it an oversight that the Pale Master in Valda’s doesn’t get subclass spells? It seems odd that the subclass devoted to the pure pursuit of necromantic magic doesn’t get subclass spells, while the Overlord does
In the most recent version of Valda’s Spire of Secrets, the Pale Master *does* have spells! Check that you have version 1.41 and reach out to support if you don’t have the most recent file for whatever reason.