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P ale Rider Level Proficiency Features

A cold rain fell on the leaky leather hat of a night Bonus


watchman outside Caldra as he lazily eyed the edge
of the woods. His lantern flickered and dimmed, 1st +2 Cursed Soul, Dark Whisper
demanding more fuel. He reached for his oil, but felt 2nd +2 Fighting Style
something like a frigid hand on the back of his neck,
causing him to turn and swat at nothing. 3rd +2 Merciless Critical, Grave Aura
He whirled about to face the woods, his vision
4th +2 Ability Score Improvement, Curse Feature
snagging on the muddy road just where it met
complete darkness. There in the moonlight, steam 5th +3 Extra Attack
billowed from the nostrils of a gleaming black steed
carrying a rider in heavy armor at breakneck speed. 6th +3 Haunted Implements
The startling spatter of hooves through mud ar- 7th +3 -
rived at the gate sooner than the watchman could lift
his dying lantern. He tried to speak, but found himself 8th +3 Ability Score Improvement
gasping, not realizing he’d been holding his breath. 9th +4 -
“Who--Who?” said the Watchman, as the rider
came to a towering halt before him. 10th +4 Curse Feature
A voice came from the Rider beneath his black 11th +4 Improved Fighting Style
helm, reverberating like a cathedral bell. “Samwise
Godfrey. Where is he?” 12th +4 Ability Score Improvement
“The..the Baker? What of him?” said the Watch-
13th +5 Bell’s Toll
man.
The armored rider stared down like a clock- 14th +5 Profane Command
tower locking the watchman in a gaze that felt
like a fight for his life. A flicker of distant
15th +5 Curse Feature
lightning revealed hundreds of silent crows 16th +5 Ability Score Improvement
bobbing on the trees surrounding the gate as
they bowed to the wind. 17th +6 -
“Down this road until you hear cob- 18th +6 Geistwalking
blestones,” said the Watchman. “Tallest
building in the square.” He stuttered and 19th +6 Murderous Critical
grasped at the air as if to take the words 20th +6 Lichdom
back, but the Rider was already charging
down the lane, holding a great bearded
axe at his side, snuffing every candle in
every window in his wake as he rode.
tragic misstep in a dark dungeon, or the foul magic of
an angry lich.
A Pale Rider is a person that has conquered such
A Terrible Night a curse. Whether through a pact with a powerful
being, or sheer force of will, a Pale Rider has
Dark magic born from liches and devils transformed the curse that once controlled them
inhabit the darkest places, but it sometimes into a weapon at their command.
creeps from beyond the veil cast itself upon
reckless, or unlucky adventurers. A Deadly Calm
Most, when faced with a curse, wither in
their fear, and resign themselves to misery. But Few who meet a Pale Rider would describe
some, some with the fortitude and conviction to focus them as favorable drinking companions. The
their mind from the terrors that haunt them, dedicate trials they suffer have the grim effect of
themselves to vengeance and triumph over the ones siphoning their social cares, leaving them
that haunt them. quiet, brooding, and deadly calm.
Pale Riders are resilient fighters that have learned To their allies, Pale Riders are
to withstand, embrace, or celebrate the dark magic that sources are impartial advice, conviction
lingers within their soul. They share a supernatural like steel, and unsettling prowess on
link to the world of the dead, which they exploit and the battlefield. To their enemies,
command to their agenda. they are an inexorable death
The source of a curse can vary, from a simple sentence.
copper ring they may have touched as a child, to a Though they carry an aura of
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unease that keeps strangers at an arm’s length, Pale duelist. The Curse of the Dead Moon follows more • (a) two martial weapons or (b) a two-handed You can’t move after using this feature, and it can’t be
Riders are still fully alive and present. A common closely to concepts evolved from classic horror, occult martial weapon used if you have already moved this turn.
misconception follows that they are undead wraiths, hauntings and ghostly possessions. • (a) chain mail or (b) breastplate
or servants to their cursers, but these are untrue. A Pale Riders may take on any alignment. While the • A riding horse
Harbinger
You gain the use of the Chill Touch cantrip, and
Pale Rider is a free-willed being that operates on their most honorable among them use their powers for good,
Inflict Wounds and Blindness/Deafness spell. You
own agenda, usually smiting evil-doers with the same an equal number of them find purpose in the grim Cursed Soul may use these spells a number of times equal to your
shadowy magic they utilize to spread death and fear. dark of evil. This leaves the majority to fall somewhere
Beginning at 1st level, you have triumphed over a dark Charisma modifier between short or long rests. Your
in the neutral middle, acting in their own interest,
curse that once ravaged your existance, leaving you spellcasting modifier is your Charisma modifier, plus
committing as many good deeds as dark ones.
your proficiency bonus, unless another class gives you
Creating a Pale Rider with a lingering link to the magic within the realm of
the dead. You may choose the Curse of Burning Veins, a spellcasting modifier.
When creating a Pale Rider, the most important
consideration is their origin story. How did your
Class Features the Curse of Lonely Winters, or the Curse of the Dead
Moon. Your mastery over this curse grows as you
Wraith
While using swords, longbow, shortbow, or crossbow,
character recieve their curse? How did they triumph As a Pale Rider, you gain the following class features. increase your pale rider level, and are detailed at the your fighting style maximizes pain in order to cripple
over it? Was it a vengeful devil that branded them, end of the class description. your foes. The first time you make a successful
or did they meddle in something beyond their attack against an enemy, the pain you inflict
understanding?
Hit Points
Hit Dice: 1d10 per pale rider level causes them to lose their focus, forcing a
Sometimes, the caster of a curse makes a fatal
Hit Points at 1st Level: 10 + your Constitution
Dark Whisper concentration check DC 15 in order to
mistake. They mispronounce the incantation, or maintain any spells they are casting.
Modifier At 1st level, you may whisper an
somehow fumble the ritual required to invoke a curse, Additionally when fighting with two
Hit Points at Higher Levels: 1d10 (or 6) + your ancient curse into the ear of a
resulting in an unstable dark magical force that could weapons, only one must be light (neither
Constitution modifier per pale rider level after 1st medium or large sized beast,
even be a boon to the intended victim. can be heavy).
Consider also that Pale Riders are still people. They typically a horse or other suitable
still have wants and needs beyond their vengeance Proficiencies mount. The animal’s eyes become Scourge
and remembered agony. A Pale Rider is more than a Armor: All armor an inky black, and it is no longer While mounted, wielding a flail,
hooded shadow, refusing to involve themselves in the Weapons: Sime weapons, martial weapons recognized or accepted among lance, polearm or sword grants +1
affairs of others, but instead they are people who have Tools: None other animals of its kind. Animals to attack and damage rolls. Other
learned the true measure of what is important, and of great ferocity may reject the mounted creatures you attack
what is trivial. Keep in mind the character quirks and Saving Throws: Strength, Wisdom curse and become violent must make a DC 10 Strength check
even comical details of your character in spite of their Skills: Choose two from Athletics, Intimidation, instead. or be knocked prone from their
haunted nature. Survival, Perception, Animal Handling The cursed animal mounts.
The paths of a Pale Rider are defined by their retains some sense of
curse. Players seeking a fantasy closer to a vampire or self and awareness, but is
bloodthirsty warrior may choose the Curse of Burning
Equipment
You start with the following equipment, in addition to
entirely under your control. Merciless Critical
Veins, while the Curse of Lonely Winters is themed You may curse one animal
the equipment granted by your background: Starting at 3rd level, you score
toward cold damage and becoming a single-target at a time, and cursing a new
critical hits on attack rolls of 19 and
animal lifts the curse on the
20. When you critically hit, you
previous one. Animals released
also deal necrotic damage equal to
from this curse will fear you
indefinitely. You must take half your pale rider level. Damage
inflicted this way will always
a short or long rest before
be lethal, and cannot be used to
regaining the use of this
subdue enemies.
feature.
While mounted in combat, your movement speed
becomes 50, and your maximum long jump distance
increases to 25 feet. Your mount is immune to fear Grave Aura
effects, and acts on your initiative. You may use your Also at 3rd level, your oneness with the realm of
action to force your mount to make a single melee death lends you an array of supernatural abilities.
attack. You emanate an aura of unease, bringing about panic
in mortals. Whenever you make an intimidate check
against a creature that is not immune to fear effects,
Fighting Style you may add your proficiency modifier to the roll
(regardless of whether you are already proficient).
At 2nd level, you adopt a style of fighting as your
You can perform minor haunting effects such
speciality. Choose one of the following options:
as low lying mist, igniting or snuffing light sources
as large as a bonfire, and causing your victims to
Butcher hallucinate strange whispers or other startling noises.
While wielding a 2-handed weapon than can deal Additionally, when you take a short rest within
slashing damage, your first melee attack each turn may a cemetary or other location with strong ties to the
deal its full damage to an additional adjacent target. realm of the dead, you gain the benefits of a long rest.
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Haunted Implements Haunted Shield
A haunted shield will float in the air near you,
Profane Command Curse of Burning Veins
interposing itself to hinder enemies. You gain +2 AC By 14th level, You’re able to recite an unholy command
Once you’ve reached 6th Level, you may perform at an undead creature within 30 feet with a CR equal to You have survived a curse that once caused you
a ritual to bind a wandering spirit to your service, against ranged attackers you can see, and you may use constant agonizing pain, as if your blood had been
your reaction to force any creature moving into a space or less than your Charisma modifier. When you do this,
haunting a weapon or shield. You may have a single the creature will follow your orders for 10 minutes, but turned to molten steel. This curse drove you to
haunted implement at a time. The ritual requires one adjacent to you to make a Strength or Dexterity save excessive bloodletting as the only source of relief. Now
equal to 10 + your proficiency modifier. If the creature then becomes freed and immune to this effect. You may
hour with the weapon beginning at midnight. command the creature to do anything, including acts firmly aquainted with both pain and blood, you use
fails, their speed is reduced to 0 until their next turn. these ideals as a deadly weapon.
Haunted Weapon of obvious self-harm. You must take a long rest before
A haunted weapon must be available like any other using this feature again.
weapon in combat. Whenever your regular weapon is Improved Fighting Style Bloodlust
drawn, it is assumed your haunted weapon is at your From 1st Level, the sight of blood fills you with vigor
disposal as well. A haunted weapon makes one free By 11th Level, your experience in battle has honed Geistwalking and resolve. Whenever you make a melee attack
weapon attack on each of your turns, with an attack your fighting prowess significantly. You may choose At 18th Level, You’ve learned to transcend the barriers that deals damage, you regain 1 Hit Point for each
modifier equal to your proficiency, plus your Charisma an additional fighting style from the Fighting Style of the physical world, becoming a ghostly image of successful attack. This amount increases to 2 Hit Points
modifier. The weapon has a speed of 5 feet when it is feature, or increase the benefits of a style you already yourself at will. As a bonus action, you may become at 4th level, 3 Hit Points at 10th level, and 5 Hit Points
not adjacent to you, and moves as a free action on your employ: incorporeal, allowing you to pass through creatures at 15th level.
turn, though it must remain within 25 feet of you. The and barriers no thicker than 3 feet until the end of your
weapon is considered to be wielded with one hand. Butcher turn.
You may now attack up to two additional targets, and You may use this feature a number of times equal to
move up to half your speed when using this feature. your Charisma modifier between long rests.
Harbinger
You gain the ability to part your spirit from your body,
striking out at distant targets that dare not come near
Murderous Critical
you. As an action, you may make a single melee attack At 19th Level, when you score a critical hit, you now
against a target within 30 feet as if they were adjacent deal additional necrotic damage equal to your pale
to you. Damage dealt this way is converted to Necrotic. rider level, instead of half your level.
Wraith
Whenever you land an attack against a foe, subsequent
attacks you make against that target gain +2 to attack
Lichdom
and damage rolls until the end of your turn. This effect You may bind your soul to an object no smaller than a
grants a maximum benefit of +6 to attack and damage coin, no larger than a bed, creating a phylactery. The
rolls. ritual to do so requires 24 hours of concentration and
Scourge 1000 gold worth of reagents. Creating a Phylactery also
You may now also perform a murderous charge, laying permanently reduces your Hit Point maximum by 10.
waste to multiple targets on the battlefield. As an Whenever you die, your soul returns to your
action you may move 15 feet in a straight line, making phylactery. A living creature must then touch your
a single melee attack against each target on either phylactery and utter an incantation of your choosing,
side of the travelled line (maximum of 6 targets). You and you will be reborn from the dust in the air, with
must take a short or long rest before using this feature none of your possessions or clothing.
again. If your phylactery is destroyed, your connection to
the object is shattered, causing you to fall unconscious
and drop to 0 hit points, regardless of the distance
Bell’s Toll between you and your phylactery. If your phylactery
is destroyed with your spirit contained within it (you
Starting at 13th level, you’re able to call upon the have died and have not yet been resurrected), your
lingering malignant force in your soul, bidding it to body is annihilated, and your soul cannot be recovered.
lead a foe to certain death. As an action, you may curse Additionally, you may also use your Profane
a single target you can see within 100 feet, reducing Command on humanoids, and the CR limit is increased
their speed by half, and causing all of their attack rolls, by 5.
skill checks and saving throws to have disadvantage
until the end of your next turn. The next time you
make a successful melee attack against that target
before the curse ends, you will strike critically on a roll
C ursed Soul Options
You may choose one of the following curses to further
of 2 or higher.
define your role: Curse of Burning Veins, Curse of
You must take a short or long rest between uses of
Lonely Winters, or Curse of the Dead Moon.
this feature.

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single melee attack toward that enemy. If the attack cacophanous cawing and screeching causing all
Agonizing Fury deals damage, the creature is overwhelmed by your creatures within 100 feet of you to become frightened Artist Credits
Beginning at 4th level, you are able to let the pain of
skill and presence. Until the end of your next turn, that unless they succeed a Wisdom saving throw with a
your curse to flow through you again, sending you
into a white-hot frenzy. As a bonus action, you may
becomes frightened, and its movement speed is halved. DC equal to 10 plus your Charisma modifier. After ArtStation
using this feature, the following will quickly disperse, Lynton Levengood
inflict psychic damage on yourself equal to your pale
returning in number after a short or long rest. James Starr King
rider level. The next attack you make this turn has Frigid Soul Additionally, while your following is present, they Anton Sander
advantage, and the first time you reduce a target to Starting at 10th level, you are no longer bothered by
may begin to caw and shift when an evil presence Wojtek Depczyns
0 hit points this turn, you may immediately make a freezing temperatures, and gain resistance to cold
draws near, or an unseen danger threatens you. This Matt Forsyth
single melee attack at another adjacent target. You damage. As a bonus action, you may cause the ground
occurs at the DM’s discretion.
regain the use of this feature whenever you take a beneath your feet to flash freeze, creating a 10 foot
short or long rest, or reduce a target to 0 hit points. radius of difficult terrain. If a creature other than you
attempts to move within this terrain, they must make Doomblade
a DC 14 dexterity skill check, falling prone if they fail. Starting at 4th level, as a bonus action, you may
Blood Seeker This check must only be made once per turn by the cause your weapon to become ethereal and seemingly
Starting at 10th level, you gain the ability to track
creature. weightless allowing you to swing through your foes
your foes using their blood. If you locate any amount
Additionally, you may use this feature to rapidly with no resistance. The next weapon attack you make
of a creature’s blood, you instantly know the direction,
freeze water as you step over it. You may walk at half before the end of your turn becomes magical for the
distance, and health of the source.
your speed across calm fresh water such as a pond, purposes of overcoming resistance, and is a successful
lake or calm river. hit on an attack result of 10 or higher, regardless of the
Curse of Burning Veins target’s AC.
At 15th level, you learn to turn your curse against If the target is frightened, your attack also deals
others, afflicting them with the Curse of Burning Veins,
Curse of Lonely Winters bonus damage according to your Merciless Critical
Starting at 15th level, you learn to turn your curse
causing them to unravel in a fit of absolute torture. As feature (do not double the damage dice as a normal
against others, afflicting them with the Curse of Lonely
an action you may touch a creature to cause them to critical).
Winters. As an action, you may curse up to three
suffer 1d10 psychic damage immediately, and at the You regain the use of this feature after a short or
creatures you can see within 100 feet, causing them
end of each of their turns. long rest, or whenever you score a critical hit.
to immediately suffer 3 points of exhaustion (they
Additionally, whenever the sufferer misses a
have disadvantage on attack rolls, saving throws and
melee attack, they must immediately repeat the
attack against an adjacent ally as they writhe and flail
ability checks, and their movement speed is halved). Pale Moonrise
If the target is already suffering from exhaustion, this Beginning at 10th level, you gain the ability to summon
without hope for relief. If the sufferer has no adjacent
curse cannot force them to have more than 3 points of an eerie, unnatural vision of a second pale and sinister
allies, the make no such attack.
exhaustion. moon on the horizon as an action. For the next minute,
The curse is ended when you or the target is
Additionally, the victim hallucinates an endless, you and up to five nearby allies gain a fly speed equal
reduced to 0 Hit Points, or if the target moves more
blinding blizzard that causes it to interact with all foes to your movement speed (this applies while mounted).
than 100 feet from you.
as if they had half cover (they gain +2 AC and +2 to When you successfully attack a creature during
You regain the use of this feature after a short or
Dexterity saving throws), and their vision is reduced to this effect, they must succeed a Wisdom saving throw
long rest, and whenever you reduce a target to 0 Hit
30 feet. equal to 10 plus your Charisma modifier or become
Points.
This curse is ended if an ally of the victim within frightened.
touching distance spends a turn consoling them, or if As a bonus action during this effect, you may
Curse of Lonely Winters you or the victim drop to 0 Hit Points.
You may curse up to three creatures when you use
let out a mad cackle or howl, causing all frightened
creatures within 100 feet suffer 2d6 psychic damage.
this feature, and you may not use this feature again You regain the use of this feature after a long rest, as
You have survived a curse that once extinguished all
until you have had a long rest in solitude. long as the moon is visible.
sense of happiness within you. The curse was meant
to drive you to isolation and solitary doom, but you’ve
instead harnessed the icy focus and clarity of purpose
Curse of the Dead Moon Curse of the Dead Moon
this has brought to you. Starting at 15th level, you learn to turn your curse
You have survived a curse that plagued your every against others, afflicting them with the Curse of the
waking moment with unease, and abruptly into heart- Dead Moon. You may spend an action to awaken the
Solemnity full terror of the Dead Moon within a single target
Although you value your allies, you have found that you stopping terror. Horrible omens distracted you at every
turn, but instead of begging for the end of it, you found within 100 feet.
stand strongest when you know you will not be saved.
a home within the horror. At the start of the victim’s next turn, they begin
While you have no adjacent allies in combat, you gain a
to experience unprovoked terror, becoming paralyzed
+1 bonus to AC, and have advantage to save against any
until their next turn, or until they’ve lost half their hit
effect that would cause you to be stunned, moved, or Ominous Following points, whichever comes first. Upon releasing from
knocked prone. Wherever you go, a flock of crows, ravens, or vultures paralysis, the victim witnesses the Dead Moon, and
follow you, perching silently on tree branches and suffers 15d10 temporary psychic damage (which wears
Abolish Hope rooftops to witness your actions. Even indoors, a single off after a long rest).
Whenever a melee attack from an enemy misses you, bird or other ominous creature will always be present, You regain the use of this feature after you allow
you may immediately spend your reaction to make a calm and silent. yourself to be afflicted by it again.
Whenever you choose, this flock will erupt into
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