The Feignist Class A D4 Hit Die Undead Themed Class

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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 provided are not set and stone and can be modi ed
looking cof n to nd himself face to face with a very dapper aesthetically to t your liking.
looking individual. The suited man offers to give the
archelogist as much historical information as he has, in QUICK BUILD
exchange for blood. Saddened by the death of his family and To make a feignist quickly, follow these suggestions. Firstly,
himself at the hands of a heartless bandit, a cloaked woman your highest ability score should be Constitution. Your second
smelling of rotting meat arises from the grave to exact revenge highest ability score should be either Intelligence, Wisdom, or
on his killer. Charisma, depending on which undeath form you wish to
The feignist is a creature that has come back from the veil of choose.
death in one way or another in some unnatural way. Whether
it 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 HIT POINTS


Backstories Hit Dice: 1d4 per feignist level
Hit Points at 1st Level: 4 + your Constitution modi er
The feignist has the potential to create characters
with very dark or tragic backstories. Before allowing a Hit Points at Higher Levels: 1d4 (or 3) + your Constitution
player to chose this class, please set limits on what modi er
players are allowed to include in their story lines as to
not make other players uncomfortable at the table.
PROFICIENCIES
Armor: Light Armor
Weapons: Simple Weapons
UNNATURAL RESURRECTION Tools: One tool your character used in life
Saving Throws: Constitution, Charisma
A feignist has been revived in some unnatural way that also
Skills: Choose one from Acrobatics, Athletics, Intimidation,
allows them cognitive thought and speech. This resurrection
Perception, Sleight of Hand, Stealth, or Survival. Then select
can be brought on through any number of ways such as being
one pro ciency in any other skill you had in life.
brought back to life through a necromancer, a dark god, a devil,
blood magic, the player character attempting to transform into EQUIPMENT
a lich, or the player character becoming a specter due to You start with the following equipment, in addition to the
un nished buisness in their life or anger at their death. equipment granted by your background:

RESURRECTION EXAMPLE TABLE (a) A martial weapon and a shield (if pro cient) (b) Two
d8 Resurrection martial weapons (if pro cient) or (c) any simple weapon
(a) Leather armor (b) scale mail (if pro cient) or (c) chain
You were brought back to life as a reward for your devout
1 mail (if pro cient)
worship of an evil god.
(a) A burglar's pack or (b) an explorer's pack
You were married to a vampire before you died. A ter your A tool you are pro cient in and a trinket from your past
2 death, your spouse brought you back as a vampire so that such as a wedding ring or rusty knife
you could be together.
Alternatively, instead of choosing the feignist's starting
You were killed by a heartless bandit and are now a revnant
3 equipment, you may roll 5d4 x 10 and take the number rolled
seeking revenge.
in gold.
4 You are the ghost of a long dead hero.
You were infected with a zombie virus but, a ter turning,
MULTICLASS
5 To multiclass into the feignist, you need to have a Constitution
you still maintained your intelligence for some reason.
score of 13 and an ability score of 13 in the ability score that
You failed at becoming a lich was brought back to life as a corresponds to the undeath form you wish to take. Lastly, in
6
weaker lich. order to complete your multiclass, you need to die, whether it
A devil that you fought with in the past turned you into a be by your own hand or another creature's.
7
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

Your game statistic are replaced by the statistics of your


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

3
STUBBORN
Starting at 10th level, you have advantage on any saving
Transformation Flavoring
throws against being forced back into your normal form such
You may flavor your transformation in many different as through spells like Moonbeam.
ways such as an undeath ghost suddenly turning
whispy and incorporeal or a vampire turning pale.
UNSHAKEN
Starting at 13th level, you are immune to the frightened
Undeath Ability condition while you are transformed.

Your choice in your undeath form determines what ability REDEATH


score you use for your DCs. When a feature refers to your
Starting at 15th level, when you take damage that would
undeath ability or undeath save DC, use the following table to
reduce your hit points to 0 while you are transformed, you may
help you determine which you should use. Spells granted by
use your reaction to immediately expend a use of your
your choice also treat your Undeath Save DC and Undeath
transformation to restore your undeath form to full hit points.
Attack Modi er as your Spell Save DC and Spell Attack
Any excess damage the damage you to took carries over after
Modi er.
you heal. For example, if you have 20 hit points and would take
Ability Score Undeath Form 25 damage after using this feature, your form is restored to full
hit points, but you still take the remaining 5 damage.
Intelligence Lich, Illithid Mutant
Charisma Vampire, Ghost HOPELESS ATTACK
Starting at 18th level, when you successfully deal damage to a
Wisdom Revenant creature while transformed either through a weapon attack or
your transformation's natural weapon, that creature cannot
Undeath Save DC = 8 + your pro ciency bonus + your restore hit points until the start of your next turn.
undeath ability modi er
Undeath Attack Modifier = Your pro ciency bonus + your DESPERATE UNDEATH
undeath ability modi er Starting at 20th level, when you roll initiative and you have no
more uses of your transformation, you may use your reaction
UNDEATH PARADIGMS to transform.
Starting at 2nd level, You can begin to modify yourself and
your Undeath form with different paradigms. Select one tier
one paradigm of your choice from a paradigm tree. Your
UNDEATH FORMS
paradigm options are detailed at the end of the class When you become a feignist, select from one of the following
description. As you gain feignist levels, you gain additional undeath forms.
paradigms of your choice as shown in the paradigms column of
the feignist class table. When you gain a new paradigm, you UNDEATH LICH
may choose to either gain the next paradigm in a tree you
When you transform, you become a lich, one of the most
currently have, or to gain a paradigm in a different tree.
deadly masters of necromancy in the land. Of course, being an
Additionally, when you gain a level in this class, you can
undeath lich, you are weaker than an average lich and require
choose one of the paradigms you know and replace it with
time and experience to gather your necromantic powers. You'll
another paradigm you could learn at that level.
never be a fully realized lich, but your powers are nothing to
laugh at and emulate certain lich abilities to a frightening level
Paradigms and Roleplay of accuracy.

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 Starting at 1st level, you gain pro ciency in the Arcana skill.
Lich might invest in the Mage tree because in life, they You have advantage on Intelligence (Arcana) checks when
were 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
DREAD SENSE 10th 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.
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
9th 2 6 4 3 2 — — Undeath modi er instead of it's own attack modi er. The
10th 3 7 4 3 2 — — creature does 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
13th 3 9 4 3 3 2 — target a creature within 5ft of you and use your action to
14th 3 10 4 3 3 2 — attempt to paralyze the target. Roll a melee spell attack, on a
hit, the target takes 3d6 cold damage and must succeed a
15th 3 10 4 3 3 2 — constitution saving throw against your Undeath Save DC or be
16th 3 11 4 3 3 2 — paralyzed for 1 minute. The target can repeat the saving throw
at the end of each of its turns, ending the effect on itself on a
17th 3 11 4 3 3 3 1 success.
18th 3 11 4 3 3 3 1 Once you use this feature, you cannot use it again until you
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: (1d10+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 6 (1d4+4)
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 1/4 (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: (1d6+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 RAMPAGE
way 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 to 1 hit point instead. You may only use this feature
target 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.
an ear shattering wail as an action. Each hostile creature
The terms in which someone becomes a ghost are very broad
within 20ft of you must succeed a Wisdom saving throw or be
and the reason can be anything from simple un nished
frightened of you for 1 minute. You may use this feature on
buisness to something as complex as a connection to the veil
your turn while you are possessing a creature. Frightened
of death itself. An undeath ghost seems to jump between
creatures can re-attempt this saving throw at the end of each
different categories of spectral undead, such as banshees,
of their turns.
poltergiests, shadows, and classic undead ghosts. However it
Once you use this feature, you cannot us it again until you
came to past, you are have ghost-like abilities and it is your
nish a long rest.
choice what you 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
20/60ft, one target. Hit: (1d8+your Charisma modifier)
living 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.
When you reach 6th level, you become invisible while you
are possessing a creature.

9
Telepathic Brainwashing. You can attempt to manipulate
UNDEATH ILLITHID MUTANT the mind of a target creature within 60ft as an action. That
While not technically undead, you have died from an often creature must succeed an Intelligence saving throw or become
used illithid practice known as ceremorphosis, mutating you charmed by you. Hostile creatures roll this save with
into a mind ayer. advantage. Roll your Psionic Talent die. The creature is
charmed for a number of minutes equal to the number rolled if
ILLITHID MUTANT UNDEATH SPELLS they fail the saving throw. While charmed, the creature follows
As you gain levels, you learn the following spells. You may cast your commands to the best of it's ability so long as those
each of these spells once without expending a spell slot per commands do not cause it to cause direct harm to itself or
long rest. You may cast these spells in your normal form or others. The brainwashing ends early if you use this feature on
while transformed. another creature, the creature takes damage, or a creature
wakes the brainwashed creature up using an action. A
Level Spell brainwashed creature has no memory of it's brainwashing or
1st Dissonant Whispers what it did while affected by this feature.

3rd Detect Thoughts, Levitate


Psionic Spell. You may spend 10 minutes performing a
5th Counterspell ritual to learn any spell from the Enchantment, Divination, or
Illusion schools of magic for which you are a high enough level
7th Locate Creature
to cast. The level requirements correlate with the levels
9th Dominate Person required to cast your Illithid Mutant Undeath Spells. You may
cast that spell once per short or long rest. When you do, roll
your Psionic Talent die. If the spell requires a saving throw, a
target creature within 60ft that is affected by the spell
UNDEATH ILLITHID subtracts the number rolled from their saving throw. If the
spell requires an attack roll, you add the number rolled to the
MUTANT rst attack roll made with the spell.
(Your Size) Undead, Your Alignment
Changing the Die’s Size. If you roll the highest number on
Armor Class Your AC your Psionic Talent die, it decreases by one die size after the
Hit Points 4 x Your Feignist Level roll. This represents you burning through your psionic energy.
Speed 30ft For example, if the die is a d6 and you roll a 6, it becomes a d4.
If it’s a d4 and you roll a 4, it becomes unusable until you nish
STR DEX CON a long rest. Conversely, if you roll a 1 on your Psionic Talent
13 (1) 11 (0) 17 (3) die, it increases by one die size after the roll, up to its starting
size. This represents you conserving psionic energy for later
use. For example, if you roll a 1 on a d4, the die then becomes a
ACTIONS d6.Whenever you nish a long rest, your Psionic Talent die
Weapon Attack You perform an attack using a weapon resets to its starting size. When you reach certain levels in this
you have equiped. class, the starting size of your Psionic Talent die increases: at
5th level (d8), 11th level (d10), and 17th level (d12).
Tentacles. Melee Weapon Attack your proficiency
Psi Replenishment. As a bonus action, you can calm your
bonus + your Intelligence modifier, one target. Hit:
mind for a moment and restore your Psionic Talent die to its
(1d8+your Intelligence modifier) psychic damage.
starting size. You then can’t use Psi Replenishment again until
you nish a long rest.

MUTANT PSIONIC TALENTS EXTRACT BRAIN


Starting at 1st level, you gain the ability to perform several Starting at 3rd level, you learn to feed on the brains of
psionic feats. This power is represented by your Psionic Talent creatures for nourishment and to extract their knowledge. As
die, the starting size of which is a d6. an action, once per turn, while you are transformed, you may
Psionic Talent Options. You can use your Psionic Talent target a humanoid creature that is incapacitated, stunned,
die in the following ways: grappled by you, or affected by your Telepathic Brainwashing
feature with this special melee attack option. You may use
Mind Blade. You can enhance any nonmagical sword by your Intelligence modi er for attack and damage rolls using
performing a 10 minute ritual. The mind blade is considered this attack. On a hit, the target creature takes 3d10 psychic
magical, you are pro cient with it, can use your Intelligence damage. If this attack reduces a creature's health to 0, you kill
modi er for attack and damage rolls with it, and once per turn, it by extracting it's brain, providing you enough nourishment
when you deal damage with it, you may roll your Psionic for a day and learning a piece of information about the
Talent die and deal psychic damage equal to the amount creature as if you had successfully probed into it's mind using
rolled. This effect lasts until you perform this ritual again on a the Detect Thoughts spell.
different sword. The effects of this sword only work so long as
you are the one wielding it.

10
MIND BLAST UNDETECT
Starting at 6th level, you learn to use your powerful psionic When you make an attack roll against a creature while you are
abilities to unleash a paralyzing burst of energy. As an action, stealthed and you miss, you may use your bonus action to roll
target a creature you can see within 60ft, that creature must a Dexteiry (Stealth) check with advantage.
succeed a Constitution saving throw. Roll your Psionic Talent
die whether or not the creature succeeds or fails the save. On a SLINK AWAY
failed save, the creature takes psychic damage equal to the When you reduce a creature's hit points to 0, you may move up
number rolled and is stunned until the end of your next turn. to half your movement and roll a Dexterity (Stealth) check.
You cannot use this feature again until you nish a short or This movement does not provoke attacks of opportunity.

ACROBAT TREE
long rest. At the end of each of your turns after using this
feature, roll your Psionic Talent die. If you roll the highest
number currently possible (except when the die is unusable),
you may use this feature again.
Tier Paradigm
CEREMORPHOSIS THRALL
Starting at 14th level, you can create a thrall through
1st Hop
ceremorphosis. You may perform a 10 minute long ritual on a 2nd De lect Missiles
humanoid creature that is incapacitated or affected by your
3rd Water Skip
Telepathic Brainwashing feature (if the creature is affected by
your Telepathic Brainwashing feature, this feature allows you 4th Evasion
to keep the creature brainwashed until the ritual is complete
so long as the 10 minutes are uninterrupted).
The creature loses all of it's memories and becomes charmed
by you. Additionally, the creature's type is changed to
aberration and it's physical appearance changes to re ect it's HOP
mind ayer mutation such as tentacles coming out of it's face Instead of using your Strength score or Stength (Athletics)
or it's skin turning purple. checks for jumping, you instead use your Dexterity score and
You can communicate telepathically with the charmed Dexterity (Acrobatics) checks. Additionally, you no longer need
creature as long as the two of you are on the same plane of to move before making a long or high jump.
existence.
The creature's mutation cannot be cured short through any DEFLECT MISSILES
means short of a wish spell, and creating another thrall You may use your reaction when you are hit by a ranged
through this feature kills your original thrall. weapon attack to de ect or catch the missile. When you do so,
the damage you take is reduced by 1d6 + your Dexterity
PARADIGMS modi er + your Feignist level.
If you reduce the damage to 0 in this way, you can catch the
You may select from the following paradigms missile if it is small enough for you to hold in one hand and

ASSASSIN TREE
you have a hand free. If you catch a missile in this way, you
may make a ranged attack with the weapon or ammunition as
part of the same action. You make this attack with pro ciency,
and treat the missile as a ranged weapon for this attack. You
Tier Paradigm may do this a number of times equal to your Dexterity
modi er.
1st Assassin Gear
2nd Assassinate WATER SKIP
During your Move action, you may walk across water. If you
3rd Undetect
end your move action while you are still on water however, you
4th Slink Away fall in.

EVASION
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
ASSASSIN GEAR subjected to an effect that allows you to make a Dexterity
You gain pro ciency in Poisoner's Kits and Disguise Kits. saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and half damage if
ASSASSINATE you fail.
You have advantage on attack rolls against any creature that
hasn't taken a turn in the combat yet. In addition, any attack
you successfully hit against a creature that is surprised is a
critical hit.

11
When you see a spell being cast, you look at a Wizard's spell
BARTENDER TREE book, or you see a spell scroll, you may use your reaction to
"memorize" the spell, expending your memory points equal to
the level of the spell (cantrips cost one point.) You may only
Tier Paradigm 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
1st Bartender the spell afterwards.
2nd Disclosure 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
3rd Tolerance
memory of spells you've yet to cast by expending the
4th Alcohol Bomb appropriate amount of memory points.

MEMORY RETENTION
You may expend 10 minutes performing a ritual to memorize a
spell forever. When you cast the spell using your memory
BARTENDER points, you do not forget it after casting it. Additionally, you
may expend memory points to cast it multiple times. You must
You gain pro ciency in Brewer's Supplies if you did not already
still expend the appropriate amount of memory points during
and add double your pro ciency bonus to checks using this
a long rest to continue memorizing it.
tool.

DISCLOSURE SCHOLAR SPELL


You add a +1 to all Persuasion (Charisma) checks when talking During a long rest, you may expend a number of memory
to creatures that have drank a beverage you've created. points to memorize any spell from the Wizard spell list that
you are able to memorize.
TOLERANCE
You are immune to becoming drunk, additionally, you are
UNDEATH SPELL
Once per long rest, you may cast the spell that you are
immune to the poisoned condition.
currently memorizing through your Memory Retention
ALCOHOL BOMB paradigm without expending any memory points.

EXORCIST TREE
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
makes an explosion in a 20ft radius centered on the point.
Each creature must succeed a Dexterity saving throw against
your Undeath Save DC or take 4d6 force damage and become Tier Paradigm
affected by the Confusion spell until the end of that creature's
1st Ghost Sight
next turn. A creature takes half this damage and is not affected
by the Confusion spell on a successful save. 2nd Ward Against the Dead
You must nish a short or long rest before using this feature 3rd Dead Hunter
again.
4th De-Death

MAGE TREE
Tier Paradigm
GHOST SIGHT
1st Memorize Spell As a bonus action, you may gaze into the Ethereal Plane for up
2nd Memory Retention to 1 minute. While gazing into the Ethereal Plane, you cannot
see creatures on the Material Plane. You may stop gazing into
3rd Scholar Spell the Ethereal Plane as an action or bonus action.
4th Undeath Spell You may use this paradigm a number of times equal to your
Undeath Ability Modi er per long rest.

WARD AGAINST THE DEAD


You have advantage on saving throws against being charmed,
MEMORIZE SPELL frightened, or possessed by undead creatures.
When you select this paradigm, you gain the ability to
memorize spells that you see. You gain a number of "Memory
DEAD HUNTER
Points" equal to half your Undeath Ability modi er + half your Your attacks count as magical against undead creatures.
Feignest level (rounded down).
DE-DEATH
Your attacks deal an additional 2d6 necrotic or radiant damage
against undead creatures.

12
When cast using this feature, you instantly know the cure to
WARRIOR TREE whatever you've detected if a cure exists in the plane you
currently reside in.

Tier Paradigm MEDICAL BAG


As an action, you may target a creature within 5ft of you and
1st Fightning Style heal that creature for 2d4+your Undeath Ability Modi er hit
2nd Maneuvers points. You may use this feature a number of times equal to
your Undeath Ability Modi er per long rest.
3rd Undeath Bulk
4th Superiority LAZARUS SYRUM
You learn the Animate Dead spell and can cast it once per long
rest without expending a spell slot.

RELEASE PLAGUE
You learn the Contagion spell and can cast it once per long rest
FIGHTING STYLE without expending a spell slot.
You gain a ghting style option from the Fighter class Fighting
Style list.

MANEUVERS
DUNGEONEER TREE
You learn two maneuvers of your choice from the Battle
Master archetype. If the maneuver requires a saving throw, it Tier Paradigm
uses your Undeath Save DC. You gain 2 superiority die both of 1st Appraise
which are d8s. This die is used to fuel your maneuvers. It is
expended when you use it, and is regained when you nish a 2nd Salvage
short or long rest. If you are already a Battle Master or 3rd Awareness
multiclass into a Battle Master, you instead have the maximum
dice for that class. If you learn or already have the Martial 4th Private Horde
Adept feature, you add that dice to the number of superiority
die you have. Maneuvers that you use in your Undeath form
deal necrotic damage.

UNDEATH BULK APPRAISE


You can add half your pro ciency bonus (round up) to any You instantly know the GP value of any treasure or item you
Strength or Dexterity check or saving throw you make that are holding.
doesn’t already use your pro ciency bonus.
SALVAGE
SUPERIORITY When you nd an untriggered, non-magical trap, you may
You learn an additional maneuver, additionally, you gain 1 perform a Dexterity (Sleight of Hand) check to disarm and
more superiority die. While you know this Paradigm, your salvage its parts. You may then spend anywhere between a
superiority die become d10s at 10th level. minute to an hour (depending on the complexity of the trap),
rebuilding it in a different location so long as you have its
PLAGUE DOCTOR TREE parts and the location allows for you to do so.

AWARENESS
Tier Paradigm You cannot be surprised by creatures and creatures that attack
you from stealth do not gain advantage on their attack roll.
1st Diagnosis
2nd Medical Bag PRIVATE HORDE
You learn the Leomund's Secret Chest spell and can cast it
3rd Lazarus Syrum without expending a spell slot. (Material components are still
4th Release Plague required)

DIAGNOSIS
You gain pro ciency in healer's kits, additionally, you learn the
Detect Poison and Disease spell and can cast it a number of
times equal to your Undeath Ability modi er per long rest
without expending a spell slot.

13
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

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You can follow me on these social medias if you want to
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UPDATE NOTES 1.1


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

UPDATE NOTES 1.2


Undeath Illithid Mutant Subclass Added
Clari cation that transformations are regained on a long
rest added
Volitile Soul's Soul Bolt damage was increased to 1d6+1
from 1d4+1, it's hit points were increased to 6 from 2, and
the Lich's Blight Bolt damage was increased from 1d8 to
1d10.
Undeath Ghost's Psychic Scream damage was increased
from 1d6 to 1d8.
Warrior Paradigm's Maneuver Save DCs were changed to be
the same as your Undeath Save DC for the purposes of not
having the player keep track of two separate save DCs.
Warrior's Undeath Bulk feature now affects saving throws
and Constitution was removed because the feature could
not affect anything related to Constitution due to the
Feignist already having pro ciency in Constitution saving
throws..

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