|
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 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. |