The Feignist Class A D4 Hit Die Undead Themed Class
The Feignist Class A D4 Hit Die Undead Themed Class
The Feignist Class A D4 Hit Die Undead Themed 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
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
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.
5
UNDEATH LICH
(Your Size) Undead, Your Alignment
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
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
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.
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.
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.
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.
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.
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.
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.
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.
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
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