Macabre Creations
Pale Masters have spent countless years fusing necrotic magic with undead parts to bolster common items. To the uninformed, the work of a pale master may seem gaudy, but the value of their work quickly becomes evident.
The description of each creation tells you the type of item that can receive it. The description also tells you if the resulting magic item requires attunement.
Some creations specify a minimum pale master level. You can't learn such a creation until you are at least that level.
Baton of the Netherworld
Prerequisite: 12th-level pale master
Item: A wand, very rare (requires attunement)
A steel baton containing several glyphs incised along its length that promise power over the undead. The wielder can turn undead once per long rest, as if they were a cleric.
As an action, the wielder presents your this baton and speak a prayer censuring the undead. Each undead that can see or hear the wielder within 30 feet of it must make a DC 15 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from the wielder as it can, and it can't willingly move to a space within 30 feet of it. The creature also can't take reactions. For its action, the creature can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Bagpipes of the Damned
Item: A set of bagpipes (Wondrous item), uncommon (requires attunement)
When played, these bagpipes help bolster undead against turning. Once per long rest, a musician can use these bagpipes to grant all undead of their choice within 60 feet that can hear the piper advantage on Wisdom saving throws for 10 minutes.
Bulwark of the Everlasting
Prerequisite: 20th-level pale master
Item: A suit of armor, legendary
A skeletal set of armor modelled after the one worn by the Deathless One himself. You gain a +2 bonus to AC and have advantage on Constitution saves that you make to maintain concentration on a spell when you take damage.
Whispers from the Deathless One (Requires Attunement). You must be attuned to the scepter of the everlasting to attune to this armor. While attuned to this armor, you gain access to the 8th and 9th level spells in your grimoire that were previously unattainable to you.
When you complete a long rest, roll a d20. On a score of 18, 19 or 20, you can select one 8th or 9th level spell to prepare. The spell remains prepared until you cast it. Once you cast the spell, it is removed it from your prepared spell list. You may only prepare one 8th or 9th level spell in this manner at a time.
Ectoplasmic Shield
Armor (shield), uncommon
This shield allows you to create a backlash of positive energy when you are harmed by incorporeal undead. When the wielder is hit with a melee weapon or spell attack by an incorporeal creature, the wielder may use its reaction to deal 4 (1d8) force damage to the attacking creature.
Exoskeleton
Item: Armor (light or medium), uncommon (requires attunement)
An enhanced suit of armor prepared from the bones of an undead skeleton. The wearer gains a +1 bonus to Armor Class, has advantage on saving throws against being poisoned, and has resistance against poison damage.
Ghost Ward
Prerequisite: 4th-level pale master
Item: Armor (medium or heavy), uncommon
This armorr grants additional protection against the incorporeal undead. Ghosts, Shadows, Wraiths and other undead without a corporeal form suffer disadvantage on attacks against the wearer, and the wearer has advantage on any saving throws it makes to resist abilities of incorporeal undead creatures.
Ghoul Shell
Prerequisite: 8th-level pale master
Item: Armor (light), rare (requires attunement)
A suit of this armor consisting of shaped and fitted sections of ghoul hide sewn and interlocked to cover the entire body (except head, hands, and feet). The wearer gains a +2 bonus to AC and can make a ghoulish attack as an unarmed strike once per day. On a hit, the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of the wearer's next turn.
Goggles of Lifesight
Prerequisite: 4th-level pale master
Item: A set of goggles (Wondrous item), uncommon (requires attunement)
The wearer of these goggles automatically knows whether any visible creature within 30 feet is alive, dead, or undead. The goggles have no affect on constructs, which appear as inanimate objects.
Lyre of the Restful Soul
Item: A lyre (Wondrous item), rare
When played, this lyre weakens the ability of undead creatures to resist turning. Once per long rest, a musician can make a DC 16 Charisma (Performance) skill check. On a success, the musician uses the lyre to affect all undead of their choice within 60 feet that can hear it with disadvantage on Wisdom saving throws for 1 minute.
Night Caller
Item: A whistle (Wondrous item), uncommon (requires attunement)
This whistle is wreathed in shadow and resembles a small skull with a snake's tongue protruding from its jaw. When blown at night over a grave containing a pile of bones or a corpse, the whistle imbues the target with a foul mimicry of life, raising it as an undead creature as per the animate dead spell. The target becomes a Skeleton if the grave contained bones or a Zombie if it contained corpse (the DM has the creature's game statistics). Once used, you must complete a long rest before you can use the night caller again. You can only control one creature with a night caller at a time, but you may maintain the control of the creature if use the whistle again before the current 24-hour period ends.
Nightstick
Prerequisite: 8th-level pale master
Item: A wand, rare (requires attunement by a cleric)
A black rod carved of darkly stained wood is inset with religious symbols of various deities. When the wielder uses their channel divinity: turn undead ability, the range is extended to 60 feet and undead make their Wisdom saving throw with disadvantage.
Rod of Undead Mastery
Prerequisite: 6th-level pale master
Item: A wand, uncommon (requires attunement)
A wooden rod is carved to resemble a stack of miniature skulls. The wielder can cast animate dead once per long rest.
Scepter of the Everlasting
Prerequisite: 16th-level pale master
Item: A quarterstaff, very rare (requires attunement by a spellcaster)
A quarterstaff molded into a grand scepter, embordered with bones of the fallen and teeming with necrotic energy. While holding this scepter, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Shadow Veil
Item: Armor (light), uncommon
This set of armor has been interwoven with an umbral essence. The wearer gains advantage on Dexterity (Stealth) skill checks and can take the Hide action as a bonus action on their turn.
Zombie Sheath
Item: Armor (light), uncommon (requires attunement)
A suit of armor stitched together with the intestines of a zombie. Once per long rest, if damage reduces the wearer to 0 Hit Points, it must make a Constitution saving throw with a DC of 5+ the damage taken, unless the damage is radiant or from a critical hit. On a success, the wearer drops to 1 hit point instead.