Arcanist

 

Arcanist: Arcanist Vocation: Pale Master

This arcanist’s tampering with undead energies and necromancy has led to the discovery of grim and forgotten secrets.

Pale Master Features

Signature infusion

Necrotic Talisman

 

Undead Graft

At 1st or 3rd level, you can choose to infuse your body instead of an amulet when you apply your necrotic talisman infusion. When you do so, you instead create an undead graft bound in a special tattoo or necrotic patch of skin. While you are infused with the undead graft, you know the inflict wounds spell, and you gain the following additional abilities. You can use these abilities once between short or long rests each when you hit a creature with the unarmed strike granted by your necrotic talisman infusion:

          Degenerative Touch. The target becomes fatigued until the end of your next turn.

          Weakening Touch. The target becomes weakened until the end of your next turn.

          Frightening Touch. The target becomes frightened until the end of your next turn.

The undead graft also replaces any missing appendages, creating a new skeletal appendage in their place. The replacements function identically to the body part it replaces.

Pale Master Proficiencies

You are proficient with either Leatherworker's tools or the Poisoner’s Kit.

 

Grim potential

Beginning at 7th or 9th level, our undead graft becomes more powerful, granting it the following additional benefits:

          Deathless Touch. When you hit a humanoid or beast with the unarmed strike, the target must make a Constitution saving throw or become vulnerable to the next damage it takes before the beginning of your next turn. Success or failure, the target is also cursed for up to one minute. While cursed, the target is diseased. If the creature dies while under this curse, it rises as an animated zombie or skeleton under your command as if you had cast animate dead on it. You can use this ability once between short or long rests.

          Deathless Vigor. Your undead graft counts as a light armour you are proficient with. While infused with the undead graft, your armour class becomes 13 + your Dexterity modifier (max +3).

          Necrotic Focus. Whenever you finish a long rest, you can choose one necromancy spell from any spell list. You know this spell until you use this feature to learn another necromancy spell. The spell must be of a level you can cast.

 

Deathless Mastery

Beginning at 13th or 15th level, you unlock the necrotic potential of the undead graft granting you the following abilities which can be used once each between long rets:

          Paralysing Touch. When you hit with an unarmed strike that deals necrotic damage, you can have that creature make a Constitution saving throw. On a failed save, the target becomes paralysed for one minute. On a successful save, the target is dazed for the duration instead. If the target is immune to being paralysed, it automatically succeeds on the initial saving throw, becoming dazed instead. The target can repeat the saving throw at the end of each of its turns to end the effect.

          Destructive Touch. When you hit with an unarmed strike that deals necrotic damage, you can have that creature make a Constitution saving throw. On a failed save, the target takes an additional 10d6 necrotic damage and half as much on a successful save.

          Deathless Master’s Touch. Whenever you hit a creature with an unarmed strike to deliver special touch granted by this vocation or a spell attack with a necromancy spell, you can make an unarmed strike as a bonus action.