Fighter
Base Class: Fighter

A fighter who uses the dark powers of necromancy to bolster their attacks and defenses.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Palemaster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and necromancy spells on the wizard spell list.

The Spells Known column of the Palemaster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or necromancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or necromancy spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Palemaster Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Pale Cohort

At 3rd level you learn a ritual that creates a spectral undead cohort. Your cohort takes on the appearance of an undead creature of your choice. You perform the ritual over the course of 1 hour, which can be done during a short rest. At the end of the ritual you create a spectral cohort that performs simple tasks at your command. The cohort springs into existence in an unoccupied space within 10 feet of you. Your cohort counts as neither a creature nor an object, and can not attack, activate a magic item, or take actions.

Once on each of your turns as a bonus action, you can mentally command the cohort to move up to 30 feet and interact with an object. The cohort can perform simple tasks that a zombie servant could do, such as fetching things, pulling a lever, styling hair, carrying weapons, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you don't command your cohort, it follows you as best as it can, remaining within 30 feet of you. Your Cohort has a Carrying Capacity equal to your fighter level multiplied by 10.

You can dismiss your Pale Cohort as a bonus action. When you dismiss your cohort, you can use a bonus action to summon it once again in an unoccupied space you can see within 10 feet of you. The Pale Cohort dismisses itself if it becomes more than 60 feet away from you. Anything that the Pale Cohort was carrying when it is dismissed is dropped to the floor in the space where it was dismissed.

Deathless Touch

Beginning at 7th level you've learned to channel your necromantic magic through your Pale Cohort. As a bonus action you can expend a spell slot to command your Pale Cohort to move up to 30 feet and deliver one of the following effects to a creature within 5 feet of it. 

Paralyzing Touch. Target creature must make a Constitution saving throw or take 1d8 necrotic damage and become Paralyzed until the end of it's next turn or until it takes any damage. A creature who succeeds takes half damage.

Soul Touch. Target creature must make a Charisma saving throw. A creature who fails takes 1d8 necrotic damage, and becomes momentarily possessed by your Cohort and makes a single melee attack against a creature of your choice within 5 feet of it. A creature who succeeds takes half damage.

Drain Touch. Make a melee spell attack using your spell attack modifier. If you hit, you deal necrotic damage equal to 1d8 + half of your fighter level, and gain half the damage dealt as temporary hit points that last for up to 1 minute.

When you expend a spell slot of 2nd level or higher, the damage increases by 1d8 for each spell level higher than 1st.

Deathless Master's Touch

At 10th level, when you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against the effects of your Deathless Touch before the end of your next turn.

Dark Passage

At 15th level you gain the ability to switch places with your Pale Cohort. As a bonus action, you can teleport to the space that your Cohort is occupying, and it teleports to the space that you were occupying.

Once you use this feature twice, you can't use it again until you finish a short or long rest.

Deathless Vigor

At 18th level you've become near undead yourself. You no longer need to eat, drink, or breathe. Additionally, while you aren't incapacitated, when you would suffer a Critical hit from a weapon attack, it instead becomes a normal hit.

Previous Versions

Name Date Modified Views Adds Version Actions
3/7/2021 8:33:10 PM
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