You are on page 1of 13

The Feignist Class

FEIGNIST

T
he faintest sound of giggling comes from the UNDEATH FORM
halls of the crypt, as the adventuring party turns
to nd the companion that they had met in the A feignist looks as though they are completely normal with
tavern suddenly becoming an incorporeal being, some odd abnormalities such as sharp teeth or unblinking eyes
letting out a loud shreaking noise from her until they unleash their undeath form. Their undeath form is
gaping maw. the full manifestation of their dark powers and allows them to
appear truly evil and terrifying. Note that the undeath forms
An archeologist is surprised when he opens a historic looking provided are not set and stone and can be modi ed
cof n to nd himself face to face with a very dapper looking aesthetically to t your liking.
individual. The suited man offers to give the archelogist as
much historical information as he has, in exchange for blood. QUICK BUILD
Saddened by the death of his family and himself at the hands of To make a feignist quickly, follow these suggestions. Firstly,
a heartless bandit, a cloaked woman smelling of rotting meat your highest ability score should be Constitution. Your second
arises from the grave to exact revenge on his killer. highest ability score should be either Intelligence, Wisdom, or
The feignist is a creature that has come back from the veil of Charisma, depending on which undeath form you wish to
death in one way or another in some unnatural way. Whether it choose.
be through blood magic, necromancy, or sheer force of will, the
feignist is truly a horrible sight to behold. CLASS FEATURES
As a feignist, you gain the following class features
Note to DMs Regarding Feignist
Backstories HIT POINTS
Hit Dice: 1d4 per feignist level
The feignist has the potential to create characters with
very dark or tragic backstories. Before allowing a Hit Points at 1st Level: 4 + your Constitution modi er
player to chose this class, please set limits on what Hit Points at Higher Levels: 1d4 (or 3) + your Constitution
players are allowed to include in their story lines as to modi er
not make other players uncomfortable at the table.
PROFICIENCIES
Armor: Light Armor
UNNATURAL RESURRECTION Weapons: Simple Weapons
Tools: One tool your character used in life
A feignist has been revived in some unnatural way that also
Saving Throws: Constitution, Charisma
allows them cognitive thought and speech. This resurrection
Skills: Choose one from Acrobatics, Athletics, Intimidation,
can be brought on through any number of ways such as being
Perception, Sleight of Hand, Stealth, or Survival. Then select
brought back to life through a necromancer, a dark god, a devil,
one pro ciency in any other skill you had in life.
blood magic, the player character attempting to transform into
a lich, or the player character becoming a specter due to EQUIPMENT
un nished buisness in their life or anger at their death. You start with the following equipment, in addition to the
equipment granted by your background:
RESURRECTION EXAMPLE TABLE
d8 Resurrection (a) A martial weapon and a shield (if pro cient) (b) Two
martial weapons (if pro cient) or (c) any simple weapon
You were brought back to life as a reward for your devout
1 (a) Leather armor (b) scale mail (if pro cient) or (c) chain
worship of an evil god.
mail (if pro cient)
You were married to a vampire before you died. A ter your (a) A burglar's pack or (b) an explorer's pack
2 death, your spouse brought you back as a vampire so that A tool you are pro cient in and a trinket from your past such
you could be together. as a wedding ring or rusty knife
You were killed by a heartless bandit and are now a revnant
3 Alternatively, instead of choosing the feignist's starting
seeking revenge.
equipment, you may roll 5d4 x 10 and take the number rolled in
4 You are the ghost of a long dead hero. gold.
You were infected with a zombie virus but, a ter turning, you
5
still maintained your intelligence for some reason. MULTICLASS
To multiclass into the feignist, you need to have a Constitution
You failed at becoming a lich was brought back to life as a score of 13 and an ability score of 13 in the ability score that
6
weaker lich. corresponds to the undeath form you wish to take. Lastly, in
A devil that you fought with in the past turned you into a order to complete your multiclass, you need to die, whether it
7 be by your own hand or another creature's.
vampire as a prank.
8 You were born a vampire, and you think that's neat.

2
The Feignist
Level Pro ciency Bonus Features Transformations Paradigms
1st +2 Undeath Form, Transformation 1 ─
2nd +2 Undeath Paradigms 2 1
3rd +2 Undeath Feature 2 1
4th +2 Ability Score Improvement 2 2
5th +3 Extra Attack 2 2
6th +3 Undeath Feature 2 2
7th +3 Rememberance 2 2
8th +3 Ability Score Improvement 2 3
9th +4 Dread Sense 2 3
10th +4 Stubborn 2 3
11th +4 ─ 2 4
12th +4 Ability Score Improvement 2 5
13th +5 Unshaken 2 5
14th +5 Undeath Feature 2 5
15th +5 Redeath 2 5
16th +5 Ability Score Improvement 2 6
17th +6 ─ 3 7
18th +6 Hopeless Attack 3 7
19th +6 Ability Score Improvement 3 8
20th +6 Desperate Undeath 4 9

When you transform, you assume the hit points of your


UNDEATH FORM
undeath form and when you revert back to your normal
Starting at 1st level, after being resurrected, you now have
form, you return to the number of hit points you had before
access to your undeath form. This form grants you features at
transforming. However, if you revert as a result of dropping
1st level, and again at 3rd, 6th, and 14th level.
to 0 hit points, any excess damage carries over to your
Transformation normal form.
You cannot cast any spells in this new form except for those
When you select your undeath form, you may use your bonus
provided by this class.
action to transform. The stat blocks for the transformations are
You retain the bene t of any features from your class, race,
detailed in the form's section. The amount of times you may
and other sources and you may use them if your undeath
transform is equal to the amount listed in the Undeath
form is capable of doing so.
Transformations column of the feignist class table.
You choose whether your equipment falls to the ground in
You may stay transformed for a number of hours equal to half
your space, merges into your new form, or is worn by it.
your feignist level (rounded down, one hour for 1st level). You
Equipment functions as normal but the DM decides whether
then revert to your normal form unless you expend another use
or not your form is capable of using it unless speci cally
of your undeath transformation. You can revert back to your
stated.
normal form as a bonus action and you automatically revert if
Whenever you gain an ability score improvement, you may
you fall unconscious, drop to 0 hit points, or die.
apply a separate ability score improvement to your undeath
While you are transformed, the following rules apply form.
Your game statistic are replaced by the statistics of your
undeath form but you maintain your alignment, personality, Transformation Flavoring
skill, saving throw and tool pro ciencies, and intelligence,
You may flavor your transformation in many different
wisdom, charisma scores. If one of your ability scores is
ways such as an undeath ghost suddenly turning
higher than the ability score of your transformation, you whispy and incorporeal or a vampire turning pale.
may replace it with your ability score.

3
Undeath Ability UNSHAKEN
Starting at 13th level, you are immune to the frightened
Your choice in your undeath form determines what ability score
condition while you are transformed.
you use for your DCs. When a feature refers to your undeath
ability or undeath save DC, use the following table to help you
REDEATH
determine which you should use. Spells granted by your choice
Starting at 15th level, when you take damage that would reduce
also treat your Undeath Save DC and Undeath Attack Modi er
your hit points to 0 while you are transformed, you may use
as your Spell Save DC and Spell Attack Modi er.
your reaction to immediately expend a use of your
Ability Score Undeath Form transformation to restore your undeath form to full hit points.
Any excess damage the damage you to took carries over after
Intelligence Lich you heal. For example, if you have 20 hit points and would take
Charisma Vampire, Ghost 25 damage after using this feature, your form is restored to full
hit points, but you still take the remaining 5 damage.
Wisdom Revenant
HOPELESS ATTACK
Undeath Save DC = 8 + your pro ciency bonus + your Starting at 18th level, when you successfully deal damage to a
undeath ability modi er creature while transformed either through a weapon attack or
Undeath Attack Modifier = Your pro ciency bonus + your your transformation's natural weapon, that creature cannot
undeath ability modi er restore hit points until the start of your next turn.

UNDEATH PARADIGMS DESPERATE UNDEATH


Starting at 2nd level, You can begin to modify yourself and your Starting at 20th level, when you roll initiative and you have no
Undeath form with different paradigms. Select one tier one more uses of your transformation, you may use your reaction to
paradigm of your choice from a paradigm tree. Your paradigm transform.
options are detailed at the end of the class description. As you
gain feignist levels, you gain additional paradigms of your
choice as shown in the paradigms column of the feignist class
UNDEATH FORMS
table. When you gain a new paradigm, you may choose to either When you become a feignist, select from one of the following
gain the next paradigm in a tree you currently have, or to gain a undeath forms.
paradigm in a different tree.
Additionally, when you gain a level in this class, you can UNDEATH LICH
choose one of the paradigms you know and replace it with
When you transform, you become a lich, one of the most deadly
another paradigm you could learn at that level.
masters of necromancy in the land. Of course, being an undeath
lich, you are weaker than an average lich and require time and
Paradigms and Roleplay experience to gather your necromantic powers.
You can choose for the trees you invest in to either be
benefits granted to you by your Undeath form, or
UNDEATH ARCANIST
pieces of who you were in the past. For example, a Lich Starting at 1st level, you gain pro ciency in the Arcana skill.
might invest in the Mage tree because in life, they were You have advantage on Intelligence (Arcana) checks when
adept in magic. dealing with magical or alchemical spells or items that have an
evil or necromantic origin such as a lich's phylactery, an
undead creature, or a vaguely evil potion.
EXTRA ATTACK
Starting at 5th level, you and your undeath form may roll an SPELLCASTING
additional attack when taking the attack option on your turn. Starting at 1st level, you may cast spells. You may do this in
your normal or lich form.
REMEMBERANCE
Starting at 7th level, you add double your pro ciency bonus to Cantrips
the skill and tool checks that you chose when you were alive. You learn two cantrips of your choice from the wizard spell list.
You learn an additional wizard cantrip of your choice at 10th
DREAD SENSE level.
Starting at 9th level, transforming at a moment's notice is more
natural to you now.
When you roll initiative, you may transform using your
reaction.

STUBBORN
Starting at 10th level, you have advantage on any saving throws
against being forced back into your normal form such as
through spells like Moonbeam.

4
Spell Slots LICH'S UNDEATH SPELLS
As you gain levels, you learn the following spells. You may cast
The Lich's Spellcasting Table shows how many spell slots you
each of these spells once without expending a spell slot per
have to cast your spells of 1st level and higher. To cast one of
long rest. You may cast these spells in your normal form or
these spells, you must expend a slot of the spell's level or
while transformed. These spells do not count against your
higher. You regain all expended spell slots when you nish a
number of spells known.
long rest.
Level Spell
Spells Known of 1st Level and Higher
1st Ray of Sickness
When you reach 3rd level, you learn three 1st-level wizard
spells of your choice, one of which you must choose from the 3rd Gentle Repose
necromancy school on the wizard spell list.
5th Animate Dead
The Spells Known column of the Lich's Spellcasting Table
shows when you learn more wizard spells of 1st level or higher. 7th Blight
Whenever you gain a level in this class, you may replace one of 9th Raise Dead
the wizard spells you know with another from the wizard spell
list.
SOULCRAFT
Spellcasting Ability Starting at 3rd level, you can manipulate the souls of the dead.
The spell save DC and spell attack modi er for your wizard When a creature you can see within 60ft of you dies, you may
spells is the same as your Undeath Save DC and your Undeath use your reaction to transform that creature's soul into a
Attack Modi er. Volitile Soul. The statistics for the Volitile Soul are detailed at
the end of this subclass. The soul appears in the spot the
creature died and remains active until it reaches 0 hit points,
you dismiss it as a bonus action, or after 1 minute. Souls
dispelled this way or that expire naturally do not trigger their
Lich's Spellcasting Table Horrid Explosion feature. You may command the soul as an
action and the soul can act on the same action as any undead
Level Cantrips Spells Known 1st 2nd 3rd 4th 5th you create through the Animate Dead spell. Lastly, when the
1st 2 — — — — — — soul uses it's Horrid Explosion feature, it uses your Undeath
Save DC rather than it's normal DC.
2nd 2 — — — — — —
You may use this feature up to three times, afterwards, you
3rd 2 3 2 — — — — must nish a long rest before you use it again. You may not use
this feature on undead or constructs.
4th 2 4 3 — — — —
5th 2 4 4 2 — — — UNDEATH PUPPETRY
Starting at 6th level, you can manipulate the corpses of the
6th 2 5 4 2 — — —
undead. When you use an attack action while you are
7th 2 5 4 3 — — — transformed, you can choose instead to attack by manipulating
8th 2 6 4 2 — — — the corpse of a creature within 60ft of you. The creature attacks
using it's own statistics and actions but adds your Undeath
9th 2 6 4 3 2 — — modi er instead of it's own attack modi er. The creature does
10th 3 7 4 3 2 — — not use it's multiattack and does not use your extra attack
feature.
11th 3 8 4 3 3 — —
12th 2 8 4 3 3 — — PARALYZING TOUCH
Starting at 14th level, while you are transformed, you can target
13th 3 9 4 3 3 2 — a creature within 5ft of you and use your action to attempt to
14th 3 10 4 3 3 2 — paralyze the target. Roll a melee spell attack, on a hit, the
target takes 3d6 cold damage and must succeed a constitution
15th 3 10 4 3 3 2 — saving throw against your Undeath Save DC or be paralyzed for
16th 3 11 4 3 3 2 — 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.
17th 3 11 4 3 3 3 1
Once you use this feature, you cannot use it again until you
18th 3 11 4 3 3 3 1 nish a long rest.
19th 3 12 4 3 3 3 1
20th 3 13 4 3 3 3 1

5
UNDEATH LICH
(Your Size) Undead, Your Alignment

Armor Class Your AC


Hit Points 4 x Your Feignist Level
Speed 30ft

STR DEX CON


11 (0) 13 (1) 15 (2)

ACTIONS
Weapon Attack You perform an attack using a weapon
you have equiped.
Blight Bolt. Ranged Weapon Attack your proficiency
bonus + your Intelligence modifier, range 20/60ft, one
target. Hit: (1d8+your Intelligence modifier) necrotic
damage.
Skeletal Claw. Melee Weapon Attack your proficiency
bonus + your Intelligence modifier, reach 5ft, one
target. Hit: (1d6+your Intelligence modifier) slashing
damage.

VOLATILE SOUL
Tiny Undead, True Neutral

Armor Class 12
Hit Points 2 (1d4)
Speed hover 25ft

STR DEX CON INT WIS CHA


9 (-1) 15 (+2) 12 (+1) 5 (-3) 12 (+1) 4 (-3)

Damage Immunities poison


Condition Immunities charmed, exhausted, poisoned
Senses Darkvision 30ft.
Languages understands Common but can't speak
Challenge 0 (10xp)

Horrid Explosion: When the soul reaches 0 hit points, it


explodes. Each creature in a 10ft radius around it must
succeed a DC 12 Constitution saving throw or take 2d4
necrotic damage or half as much on a successful save.

ACTIONS
Soul Bolt. Ranged Weapon Attack +2 to hit, range 20/60,
one target. Hit: (1d4+1) necrotic damage
Self Destruct. The soul instantly drops to 0 hit points.

6
HATRED STRIKE
UNDEATH REVENANT Starting at 3rd level, when you deal damage to a creature using
When you transform, you become a revenant, an embodiment a melee weapon attack, you can choose to deal necrotic
of rage and sorrow brought back from the veil of death solely damage.
through rage and hate. You can become a revenant through any
number of ways, but all involve a want for revenge in some way RAMPAGE
such as a grudge against a life long friend that caused your Starting at 6th level, while transformed, when you kill a
death or the want to murder a bandit that killed you and your creature with a melee attack, you may use your bonus action
family before your time. and immediately move up to half your movement speed and
make another attack roll.
REVENANT'S UNDEATH SPELLS
As you gain levels, you learn the following spells. You may cast BRUTAL CRITICAL
each of these spells once without expending a spell slot per Starting at 14th level, you can roll one additional weapon
long rest. You may cast these spells in your normal form or damage die when determining the extra damage for a critical
while transformed. hit with a melee attack.

Level Spell

UNDEATH REVENANT
1st Wrathful Smite
3rd Branding Smite
(Your Size) Undead, Your Alignment
5th Blinding Smite
7th Staggering Smite Armor Class Your AC
Hit Points 6 x Your Feignist Level
9th Banishing Smite
Speed 30ft

REVENANT'S REVENGE TRAINING STR DEX CON


You gain pro ciency in Martial Weapons, Heavy Armor, and 17 (3) 11 (0) 15 (2)
Shields and can wield these while transformed.

SEARING RAGE Undead Fortitude: If damage reduces you to 0 hit


Starting at 1st level, when you transform, you may target a points, you must make a Constitution saving throw
with a DC of 5 + the damage taken, unless the damage
creature you can see within 60ft of you and mark them for 1
is radiant or from a critical hit. On a success, you drop
minute. You gain a +2 to bonus to attack rolls against the target to 1 hit point instead. You may only use this feature
creature. once per transformation.

ACTIONS
Weapon Attack You perform an attack using a weapon
you have equiped.

7
UNDEATH VAMPIRE
UNDEATH VAMPIRE When you transform, you become a vampire, a sneaky stalker of
the night. As a vampire, you can easily trounce about the
(Your Size) Undead, Your Alignment shadows and hunt down prey like a trained assassin. Usually,
vampires are created when another vampire infects them with
Armor Class Your AC vampirism, thus turning them into an undead. However, some
Hit Points 5 x Your Feignist Level vampires have seperated themselves from their masters, and
Speed 35ft thus, walk freely as Undeath Vampires.

STR DEX CON


VAMPIRE UNDEATH SPELLS
11 (0) 17 (3) 13 (1) As you gain levels, you learn the following spells. You may cast
each of these spells once without expending a spell slot per
long rest. You may cast these spells in your normal form or
ACTIONS while transformed.
Weapon Attack You perform an attack using a weapon Level Spell
you have equiped.
1st Hunter's Mark
Bite. Melee Weapon Attack your proficiency bonus +
your Strength or Dexterity modifier, reach 5ft, one 3rd Invisibility
target. Hit: (1d6+your Strength or Dexterity modifier) 5th Vampiric Touch
piercing damage.
7th Shadow of Moil
Charm (1/Short Rest or Long Rest). As an action, you
may target a humanoid creature within 60ft of you. 9th Dominate Person
That creature must succeed a wisdom saving throw or
be charmed by you for 1 minute. A creature you are
actively fighting has advantage on this save and can VAMPIRE'S PROFICIENCY
repeat this saving throw at the end of each of their You gain pro ciency in Martial Weapons and you gain
turns. pro ciency in the Stealth skill.

CUNNING ACTION
Starting at 1st level, you may use your bonus action to take the
dash, disengage, or hide actions.

VAMPIRIC AMBUSH
Starting at 3rd level, you have advantage on Initiative rolls.
Additionally, if you start your rst turn of combat by
transforming, the rst weapon attack you make against a
creature deals an additional 2d6 necrotic damage.

DRAIN BLOOD
Starting at 6th level, while you are transformed, when you deal
necrotic damage to a creature, you can choose for that creature
to make a Constitution saving throw, on a failed save, you drain
some blood from the creature, dealing an additional 1d6
necrotic damage and gaining temporary hit points equal to the
amount of extra damage you dealt using this feature. This
feature does not work on Undead or Constructs.

VAMPIRIC MIST
Starting at 14th level, as a reaction, while you are transformed,
when a creature rolls an attack roll against you, you may
transform into a cloud of red mist and immediately move an
amount of feet equal to your movement speed. This movement
does not provoke attacks of opportunity, you can move through
creature's spaces, and you can y during this movement. After
ending your movement, you may roll a weapon attack against a
creature within your attack range.
Once you use this feature, you cannot use it again until you
nish a long rest.

8
UNDEATH GHOST GHOST WAIL
Starting at 6th level, while you are transformed, you can let out
When you transform, you become a spectral gure, a ghost. The
an ear shattering wail as an action. Each hostile creature within
terms in which someone becomes a ghost are very broad and
20ft of you must succeed a Wisdom saving throw or be
the reason can be anything from simple un nished buisness to
frightened of you for 1 minute. You may use this feature on
something as complex as a connection to the veil of death
your turn while you are possessing a creature. Frightened
itself. An undeath ghost seems to jump between different
creatures can re-attempt this saving throw at the end of each of
categories of spectral undead, such as banshees, poltergiests,
their turns.
shadows, and classic undead ghosts. However it came to past,
Once you use this feature, you cannot us it again until you
you are have ghost-like abilities and it is your choice what you
nish a long rest.
wish to do with them.

GHOST UNDEATH SPELLS HOLD GRIP


Starting at 14th level, creatures have disadvantage against any
As you gain levels, you learn the following spells. You may cast
checks they make during a grapple contest with you.
each of these spells once without expending a spell slot per
long rest. You may cast these spells in your normal form or
while transformed.

Level Spell UNDEATH GHOST


1st Cause Fear (Your Size) Undead, Your Alignment

3rd Blur
Armor Class Your AC
5th Fly Hit Points 5 x Your Feignist Level
Speed 30ft, 10ft flying (float)
7th Greater Invisibility
9th Synaptic Static STR DEX CON
13 (1) 11 (0) 17 (3)
HOLD-DOWN
Starting at 1st level, you gain pro ciency in Heavy Armor, and
the Athletics skill. When you roll an Athletics check to grapple ACTIONS
a creature or escape a grapple, you may use your Charisma Weapon Attack You perform an attack using a weapon
modi er instead of your Strength modi er for the roll. you have equiped.

SHADE BODY Psychic Scream. Ranged Weapon Attack your


proficiency bonus + your Charisma modifier, range
Starting at 1st level, your body becomes amorphous like a living
20/60ft, one target. Hit: (1d6+your Charisma modifier)
shadow. You can t into spaces as narrow as 1 inch wide psychic damage.
without squeezing or expending extra movement.

POSSESS
Starting at 3rd level, while you are transformed, you can
attempt to possess a creature. Roll a grapple check against a
target creature within range and if you succeed the grapple, you
successfully possess the target creature. You move into the
creature's space and oat above the creature's head. Other
creature's can see this and can attack you whilst you are
possessing a creature. While you are possessing a creature, you
must use your action to maintain the possession.
You control the possessed creature on it's turn, using it's
actions and movements to attack. The creature can use your
extra attack feature if it possesses a multiattack, however, you
may only ever roll two attacks a turn using a possessed
creature. Creatures immune to the charmed condition cannot
be affected by this feature. At the end of a possessed creature's
turn, they may reattempt the grapple contest and a creature
may use their action to attempt a grapple contest to pull you
out of a possessed creature. You are also expelled from a
creature if a Remove Curse spell or a Protection From Good and
Evil spell is cast on them or you take radiant damage. When you
are expelled from a creature, you are expelled 5ft from a
creature within a space of your choice so long as another
creature does not currently occupy that space.

9
If you reduce the damage to 0 in this way, you can catch the
PARADIGMS missile if it is small enough for you to hold in one hand and you
have a hand free. If you catch a missile in this way, you may
You may select from the following paradigms
make a ranged attack with the weapon or ammunition as part

ASSASSIN TREE
of the same action. You make this attack with pro ciency, and
treat the missile as a ranged weapon for this attack. You may do
this a number of times equal to your Dexterity modi er.

Tier Paradigm WATER SKIP


During your Move action, you may walk across water. If you end
1st Assassin Gear
your move action while you are still on water however, you fall
2nd Assassinate in.
3rd Undetect
EVASION
4th Slink Away Your instinctive agility lets you dodge out of the way of certain
attacks, such as a dragon's breath or the reball. When you are
subjected to an effect that allows you to make a Dexterity
saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and half damage if
ASSASSIN GEAR you fail.

BARTENDER TREE
You gain pro ciency in Poisoner's Kits and Disguise Kits.

ASSASSINATE
You have advantage on attack rolls against any creature that
hasn't taken a turn in the combat yet. In addition, any hit you Tier Paradigm
score against a creature that is surprised is a critical hit.
1st Bartender
UNDETECT 2nd Disclosure
When you make an attack roll against a creature while you are
stealthed and you miss, you may use your bonus action to roll a
3rd Tolerance
Dexteiry (Stealth) check with advantage. 4th Alcohol Bomb

SLINK AWAY
When you reduce a creature's hit points to 0, you may move up
to half your movement and roll a Dexterity (Stealth) check. This
movement does not provoke attacks of opportunity. BARTENDER
ACROBAT TREE You gain pro ciency in Brewer's Supplies if you did not already
and add double your pro ciency bonus to checks using this
tool.

Tier Paradigm DISCLOSURE


1st Hop You add a +1 to all Persuasion (Charisma) checks when talking
to creatures that have drank a beverage you've created.
2nd De lect Missiles
3rd Water Skip TOLERANCE
You are immune to becoming drunk, additionally, you are
4th Evasion immune to the poisoned condition.

ALCOHOL BOMB
As an action, you may throw a bomb that's been lled with
potent alcohol at a point you can see within 120ft. The bomb
HOP makes an explosion in a 20ft radius centered on the point. Each
Instead of using your Strength score or Stength (Athletics) creature must succeed a Dexterity saving throw against your
checks for jumping, you instead use your Dexterity score and Undeath Save DC or take 4d6 force damage and become
Dexterity (Acrobatics) checks. Additionally, you no longer need affected by the Confusion spell until the end of that creature's
to move before making a long or high jump. next turn. A creature takes half this damage and is not affected
by the Confusion spell on a successful save.
DEFLECT MISSILES You must nish a short or long rest before using this feature
You may use your reaction when you are hit by a ranged again.
weapon attack to de ect or catch the missile. When you do so,
the damage you take is reduced by 1d6 + your Dexterity
modi er + your Feignist level.

10
GHOST SIGHT
MAGE TREE As a bonus action, you may gaze into the Ethereal Plane for up
to 1 minute. While gazing into the Ethereal Plane, you cannot
see creatures on the Material Plane. You may stop gazing into
Tier Paradigm the Ethereal Plane as an action or bonus action.
1st Memorize Spell You may use this paradigm a number of times equal to your
Undeath Ability Modi er per long rest.
2nd Memory Retention
3rd Scholar Spell WARD AGAINST THE DEAD
You have advantage on saving throws against being charmed,
4th Undeath Spell frightened, or possessed by undead creatures.

DEAD HUNTER
Your attacks count as magical against undead creatures.

MEMORIZE SPELL DE-DEATH


When you select this paradigm, you gain the ability to Your attacks deal an additional 2d6 necrotic or radiant damage
memorize spells that you see. You gain a number of "Memory against undead creatures.

WARRIOR TREE
Points" equal to half your Undeath Ability modi er + half your
Feignest level (rounded down).
When you see a spell being cast, you look at a Wizard's spell
book, or you see a spell scroll, you may use your reaction to
"memorize" the spell, expending your memory points equal to Tier Paradigm
the level of the spell (cantrips cost one point.) You may only
1st Fightning Style
memorize a spell if it's level is equal to half your Feignist level
(rounded down). You may cast the spell at any time, forgetting 2nd Maneuvers
the spell afterwards.
3rd Undeath Bulk
You regain all of your memory points when you nish a long
rest. After you nish a long rest, you may choose to retain the 4th Superiority
memory of spells you've yet to cast by expending the
appropriate amount of memory points.

MEMORY RETENTION
You may expend 10 minutes performing a ritual to memorize a FIGHTING STYLE
spell forever. When you cast the spell using your memory You gain a ghting style option from the Fighter class Fighting
points, you do not forget it after casting it. Additionally, you Style list.
may expend memory points to cast it multiple times. You must
still expend the appropriate amount of memory points during a MANEUVERS
long rest to continue memorizing it. You learn two maneuvers of your choice from the Battle Master
archetype. If the maneuver requires a saving throw, the DC is
SCHOLAR SPELL equal to 8 + your pro ciency bonus + your Strength or Dexterity
During a long rest, you may expend a number of memory points modi er (your choice). You gain 2 superiority die both of which
to memorize any spell from the Wizard spell list that you are are d8s. This die is used to fuel your maneuvers. It is expended
able to memorize. when you use it, and is regained when you nish a short or long
rest. If you are already a Battle Master or multiclass into a
UNDEATH SPELL Battle Master, you instead have the maximum dice for that
Once per long rest, you may cast the spell that you are class. If you learn or already have the Martial Adept feature,
currently memorizing through your Memory Retention you add that dice to the number of superiority die you have.
paradigm without expending any memory points. Maneuvers that you use in your Undeath form deal necrotic

EXORCIST TREE
damage.

UNDEATH BULK
You can add half your pro ciency bonus (round up) to any
Tier Paradigm Strength, Dexterity, or Constitution check you make that
doesn’t already use your pro ciency bonus.
1st Ghost Sight
2nd Ward Against the Dead SUPERIORITY
You learn an additional maneuver, additionally, you gain 1
3rd Dead Hunter
more superiority die. While you know this Paradigm, your
4th De-Death superiority die become d10s at 10th level.

11
PLAGUE DOCTOR TREE DUNGEONEER TREE
Tier Paradigm Tier Paradigm
1st Diagnosis 1st Appraise
2nd Medical Bag 2nd Salvage
3rd Lazarus Syrum 3rd Awareness
4th Release Plague 4th Private Horde

DIAGNOSIS APPRAISE
You gain pro ciency in healer's kits, additionally, you learn the You instantly know the GP value of any treasure or item you are
Detect Poison and Disease spell and can cast it a number of holding.
times equal to your Undeath Ability modi er per long rest
without expending a spell slot. When cast using this feature, SALVAGE
you instantly know the cure to whatever you've detected if a When you nd an untriggered, non-magical trap, you may
cure exists in the plane you currently reside in. perform a Dexterity (Sleight of Hand) check to disarm and
salvage its parts. You may then spend anywhere between a
MEDICAL BAG minute to an hour (depending on the complexity of the trap),
As an action, you may target a creature within 5ft of you and rebuilding it in a different location so long as you have its parts
heal that creature for 2d4+your Undeath Ability Modi er hit and the location allows for you to do so.
points. You may use this feature a number of times equal to
your Undeath Ability Modi er per long rest. AWARENESS
You cannot be surprised by creatures and creatures that attack
LAZARUS SYRUM you from stealth do not gain advantage on their attack roll.
You learn the Animate Dead spell and can cast it once per long
rest without expending a spell slot. PRIVATE HORDE
You learn the Leomund's Secret Chest spell and can cast it
RELEASE PLAGUE without expending a spell slot. (Material components are still
You learn the Contagion spell and can cast it once per long rest required)
without expending a spell slot.

12
CREDITS
This class and artowrk was created by me, MommyMoke. If you
want to support me and help me keep making content or
artwork, I'll put a link to my social medias below. The document
was created using GMBinder and the document theme was
created by u/blckthorn

MY SOCIAL MEDIAS
You can follow me on these social medias if you want to
support me.

My Twitter
My DMsGuild
My Patreon
My Youtube

UPDATE NOTES 1.1


Undeath Modi cations were replaced by Undeath Paradigms
Undeath Revenant gained the Hatred Strike feature.

You might also like