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A figure clad in black robes raises its hand towards an invading army, summoning forth dozens of skeletons, each a fallen soldier that
was once struck down by that same army. Behind the figure, a dragon made entirely out of bone and putrid flesh roars, ready to engage
and decimate the enemies’ numbers.
A hermit meditates peacefully in the middle of a forest. As the earth rumbles beneath his feet, he rises and walks towards a bear corpse,
the very same one he ate this past week. As he touches the husk, vines starting wrapping around its body - pale roses blossom here and
there, and the creature stands up ready to protect its home. The hermit knows he treads on dangerous ground - he seeks to disturb the
balance of nature to maintain it in the long run.
A pirate on the run from a government fleet is at death’s door - his ship wrecked, his crew’s corpses lining the deck, and more enemy
reinforcements on their way. With a laugh, he starts singing a sea shanty, and a chorus of unearthly voices sings along. His entire crew,
ready to serve their captain in life and death, rise up to defend the ship whilst singing along.
A wizard stands trial at the court for practicing the art of necromancy within the kingdom’s borders. He has been allowed to perform a
demonstration that will prove his innocence: A farmhand’s body is carted into court, and the wizard starts his work. He recites his
incantation - one his colleagues know is Animate Object. But just as he is about to end the spell, he recites lines of an enchantment spell,
and he grunts in pain as a part of his life essence leaves him. The body stands ready for orders, and the wizard explains-”I have infused
the body with my own magic, and can control it akin to a puppet. I am not corrupting the soul, but hijacking the body. Let me put the
criminals of this kingdom to work, for that they may serve their country in death when they could not in life.”
What unites all of these individuals is that they tread the path of life and death. They’ve come to possess and understand the power to
raise the dead, and have come to depend on them to achieve their goals. They are all masters of the Pale Arts. In this supplement, I
provide a handful of spells that will be useful for character concepts dabbling in necromancy. I encourage you to talk to your GM about
this content. The dedication archetype and spells described here all Uncommon, and will need to be either provided through story or
expressly allowed by the GM for a character to take them.
1
The Pale Master Dedication Archetype
You are well-versed in necromancy, and are on your way to VERDANT CALLER FEAT 4
master the art of raising undead from the grave - how exactly you UNCOMMON ARCHETYPE DEDICATION
raise them will depend on your own studies, but one day, you hope
Prerequisites Pale Master Dedication; expert in Nature
to command a slew of undead forces that do follow your every
command without hesitation. You have mastered the art of necromancy through primal rituals -
nature spirits lend you their aid by inhabiting corpses momentarily
PALE MASTER DEDICATION FEAT 2 and controlling it - perhaps vines wrap around the skeleton, or
UNCOMMON ARCHETYPE DEDICATION
moss covers the rotting flesh. Undead minions you control lose
any fire resistance they have, but gain a +2 item bonus to AC.
Prerequisites trained in Arcana, Nature, Occultism or Religion
You have started your path onto becoming a Pale Master. You PALE BANNER FEAT 6
gain the ability to cast the Private Morgue cantrip, from a tradition
UNCOMMON ARCHETYPE DEDICATION
of your choice. If you weren’t already, you become trained in
that tradition’s spell DCs and spell attack rolls, with Intelligence Prerequisites Pale Master Dedication
as your spellcasting ability if you choose arcane, Wisdom if you You are able to bolster your undead minions with a banner, which
choose primal or divine, and Charisma if you choose Occult. you either conjure to appear in the sky or force a makeshift
Choose one skill from the following: Arcana, Nature, Occultism skeleton rise up. You gain the Raise Pale Banner action.
or Religion. You become an expert in that skill. Finally, all Uncom-
mon spells and feats with the Pale trait become Common to you. RAISE PALE BANNER ACTION
UNCOMMON ARCHETYPE DEDICATION
2
The Pale Grimoire
PRIVATE MORGUE CANTRIP PROTECTING SKELETON SPELL 1
UNCOMMON NECROMANCY PALE UNCOMMON NECROMANCY PALE
Traditions Arcane, Divine, Primal, Occult Traditions Arcane, Divine, Primal, Occult
Cast material, verbal Cast 1 reaction
Range Touch Target Self
Targets 1 Medium or smaller Corpse Trigger You are successfully hit by an attack or spell
You strip the flesh and blood from a corpse you touch, vanishing You quickly revert a Bone Fetish on your person into a skeleton
it into the Ethereal Plane and leaving behind only a skeleton, body, which interposes itself between you and your assailant. You
which you can then transmute into a miniaturized version of gain resistance 10 to slashing, piercing, cold, electricity and fire
one of its bones (the final object is roughly fist-sized), called a against just the triggering attack or spell.
Necromantic Fetish. Some necromancers prefer to use the skull
as a Fetish, while others prefer femurs or hand bones. Because of Heightened (+1) The resistance against the triggering attack in-
the necromantic energies used on the body, a corpse immune to creases by 5.
being turned into an undead is immune to this spell.
When casting a necromancy spell, you may target one or more
Necromantic Fetishes on your person instead of a corpse or skele-
ton, which revert to their original shape and size before you cast
the spell. Art By: Francis Tneh
3
BONESHAKER SPELL 2 to realize that the signs of life are false, and a close examination
UNCOMMON NECROMANCY PALE with a Medicine check always reveals the truth of the dead flesh.
Traditions Arcane, Divine, Primal, Occult
Cast somatic, verbal
Target one living creature or undead creature with a skeleton
Range 60 feet
Save Fortitude; see text
You take control of a target creature’s skeleton. A living creature
has its skeleton rattle within its flesh, causing it grievous harm.
The creature takes 3d8 points of piercing damage, and is moved
5 feet without triggering reactions (basic Fortitude save; being
moved only on a Failure or Critical Failure).
If you target an undead creature instead, you force it to attack by
controlling its bones. The target can make a Fortitude save against
the spell:
Success The creature misses, but the unnatural movement unbal-
ances it. It takes a -1 penalty to attacks for 1 round.
Failure The creature attacks one creature of your choice within its
reach, spending its reaction.
Critical Failure As per Failure, and the target falls prone due to the
unnatural movement.
BURST OF UNDEATH SPELL 3
UNCOMMON NECROMANCY PALE Art By: Haryarti
Traditions Arcane, Divine, Primal, Occult
Cast somatic, verbal, material
Range 30 feet
Targets All allied undead minions within range
You channel your magic into every allied summoned skeleton
within range, knowing how to precisely apply it to undo their
unlife. Each skeleton affected explodes in necromantic energy,
damaging all creatures adjacent to them.
Each explosion deals 2d8 negative damage for each level of
spell slot used to summon the targeted creatures (for example,
2 Pale Vanguards summoned with 2nd-level spell slots would deal
8d8 negative damage) . Creatures caught in the blast must attempt
a basic Reflex save only once against this spell.
DAYWALKER SPELL 5
UNCOMMON NECROMANCY PALE
4
The Pale Bestiary
PALE GUARD CREATURE -1 PALE JUGGERNAUT CREATURE 2
N MEDIUM MINDLESS SKELETON UNDEAD PALE N LARGE MINDLESS SKELETON UNDEAD PALE
5
PALE CAVALRY CREATURE 3 PALE BERSERKERS CREATURE 7
N HUGE MINDLESS SKELETON UNDEAD PALE N HUGE MINDLESS SKELETON UNDEAD PALE
6
PALE WARLOCKS CREATURE 9 Speed 25 feet
N LARGE MINDLESS SKELETON UNDEAD PALE Melee longsword +28, Damage 4d8+12 slashing
For our master! The commander bolsters the necromantic en-
Perception +18; darkvision
ergy of nearby undead. All allied undead within 100 feet receive
Skills Intimidation +21, Stealth +11
10 points of negative healing.
Str +2, Dex +0, Con +4, Int –5, Wis +1, Cha +8
No prisoners! The commander issues a command not to let
AC 27 Fort +16 Ref +17 Will +20 its enemies escape. All allied undead within 100 feet gain the
HP 120, negative healing; Immunities death effects, disease, men- Attack of Opportunity reaction.
tal, paralyzed, poison, unconscious; Resistances cold 5, electricity
5, fire 5, piercing 5, slashing 5 PALE DRAGON CREATURE 15
Cooperation The Warlocks are specialized on supporting their N HUGE MINDLESS SKELETON UNDEAD PALE
team, and can occupy the space of its allies without hindering Perception +30; darkvision
them. Skills Athletics +31; Intimidation +30
Speed 25 feet Str +8, Dex +3, Con +7, Int –5, Wis +0, Cha +0
Ranged eldritch blast +21, Damage 2d10+12 fire
Chant The warlocks start chanting, empowering allied spell- AC 36 Fort +30 Ref +26 Will +24
casters. For 1 round, all adjacent allies gain a +2 circumstance HP 250, negative healing; Immunities death effects, disease, men-
bonus to spell DCs. This action has the auditory trait. tal, paralyzed, poison, unconscious; Resistances cold 10, electric-
Death Knell The warlocks channel the life force out of a recent ity 10, fire 10, piercing 10, slashing 10
corpse (dead within the last minute) and can heal an undead Cooperation The dragon is specialized on supporting its team, and
creature within 60 feet of it by 5d10. can occupy the space of its allies without hindering them.
Steed The dragon can let up to 8 medium creatures ride on its back.
PALE PHALANX CREATURE 11 Creatures can ride it by simply moving into its space.
N HUGE MINDLESS SKELETON UNDEAD PALE Speed 25 feet
Perception +18; darkvision Melee bite +31, Damage 4d12+10 piercing
Skills Intimidation +21, Stealth +11 Icy Breath The dragon breathes a cloud of frost that deals 10d6
Str +7, Dex +1, Con +4, Int –5, Wis +0, Cha +0 cold damage in a 50-foot cone (DC 36 basic Reflex save).
Wing Buffet The dragon flaps its wings strongly, knocking back
AC 30 Fort +24 Ref +18 Will +19 all creatures within 20 feet of it. Affected creatures need to
HP 150, negative healing; Immunities death effects, disease, men- make a DC 36 basic Reflex save or be knocked back 30 feet and
tal, paralyzed, poison, unconscious; Resistances cold 10, electric- land prone.
ity 10, fire 10, piercing 10, slashing 10
Cooperation The phalanx is specialized on supporting its team,
and can occupy the space of its allies without hindering them. Art By: Dnd 5e Monster Manual
Speed 25 feet
Melee spears +24 (reach 10 feet), Damage 3d10+10 piercing
Shields up! The phalanx protects itself and all allies who share
its square, granting them a +3 circumstance bonus to AC.
Brace! The phalanx prepares for another creature to attack it.
During the next round, if a creature attacks it, the phalanx can
spend its reaction to make a spear attack against the target,
adding 2 additional damage die.