TEXT:  
  
  Credits
  Publisher: DMs Guild 
  Product Oversight: The Grim Press 
  Author: Trevor Armstrong 
  Editors: Jeffrey Fischer, Max Hickson 
  Artist: Bob Greyvenstein 
  WotC Inspirational Works: Libris Mortis (3.5e), Open
  Graves (4e), Ravenloft Setting, UA Artificer 
  Special Thanks to: My diligent (and patient) playtesters!!
  Also, I'd a shout-out to Halloween fanatics everywhere! 
  On the Cover
  Bob Greyvenstein depicts the Deathless One as he surrounds
  himself with his merciless undead cohort. Many may know
  Grimlore as a Pale Master who has taken it upon himself to
  bless the multiverse with his knowledge of the dark arts.
  Table Of Contents
  Pale Master................................pg.3
  Undead Grafts...........................pg.21
  About this Product
  Disturbed Graves is a product born out of a love for the
  undead and their place in the multiverse. Contained within
  this supplement are player options that have been balanced
  for inclusion in the 5th edition D&D ruleset.
  The most notable is a new full class called the Pale Master.
  This class is a reimaging of the old 3.5e prestige class of the
  same name. 3.5e prestige classes do not translate well into
  the 5e system, so the version of the Pale Master found within
  this supplement has been greatly expanded to become fully-
  fledged class with 5 archetypes.
  Also, a section on undead grafts has been created. While
  pale masters obtain their undead grafts for free at 3rd level,
  these foul options are open to all classes. Those interested in
  harnessing but a portion of the pale master's power might
  wish to obtain an undead appendage of their own.
  Grimlore's Grimoire
  While this supplement can be used as a standalone addition
  in your D&D games, it was created to accompany Grimlore's
  Grimoire, a spell supplement with over 200 new spells for
  5th Edition.
  Download Grimlore's Grimoire for
  free on the DMs Guild!
   
  
  Pale Master
  Kneeling down beside the skeletal remains left behind in the
  aftermath of conflict, the elderly human begins to cast an
  incantation. The man's irides lose their color and his pupils
  constrict for a moment. To the horror of his companions, the
  mindless undead they fought to hard so defeat just moments
  ago rise up to walk among the living once again, but this time
  as an army of the dead under their comrade's control.
  Stretching out a mummified hand wrapped in funeral
  dressings, the young gnome touches a corpse long since
  perished. Spectral bandages begin to form around the lifeless
  body until it is completely covered. As the process is
  completed, necrotic energies flow through the cadaver,
  causing it to twitch and contort its form as it rises to its feet;
  the foul mimicry of life coursing through its now sentient
  form.
  A frenzied undead creature lumbers toward a stoic half-
  drow. As the zombie is about to tear into her, she calmly
  touches its forehead with her own skeletal appendage. The
  creature turns its rage-fueled eyes back towards the others of
  its pack, compelled to protect the one it previously sought to
  feed upon.
  The Pale Master is a magic user obsessed with the study of
  life and death and with harnessing this newfound knowledge
  to raise an unending cohort of the dead to do their bidding.
  The secrets of necromancy not only allow them to be
  successful in this quest, but also give them insight into how
  they can bolster their own form with gifts from the undead,
  permanently granting them powers of undeath.
  Pre-eminence in Necromancy
  Pale Masters are arcane casters who draw upon necromantic
  lore that provides a macabre power all its own. Some aspire
  to live forever, effectively becoming immortal. Others are
  fascinated with death and the fate of souls that are unable to
  pass into the afterlife. Some pale masters seek to gain power
  through raising an army of once fallen soldiers to continue
  the battle once more.
  With this obsession to learn every shred of obscure
  knowledge surrounding the necromantic arts, a sacrifice
  happens as the pale master tends to become uninterested in
  other types of magic, except for a select few spells they feel
  can help them achieve their goals faster. As a result, pale
  masters have a smaller subset of arcane spells to draw upon
  when compared to their other arcane brethren. This lack of
  breadth is offset by the unique abilities they gain while
  studying their undead subjects.
  Seizing Undead Secrets
  Most practitioners of the necromantic arts share one
  overwhelming commonality; a lifelong search for the secrets
  of undeath. This search becomes an obsession for the pale
  master, who forsakes any sort of social life to study endlessly
  and try to quench their endless thirst for mastery of the dark
  arts. Those who truly wish to embrace these arts can choose
  a dangerous way to connect with the undead, completing an
  ancient and forbidden ritual hidden in the darkest tomes that
  mortal eyes may happen upon.
  3
   
  
  The Pale Master
  Level
  Proficiency
  Bonus
  Features
  Creations
  Known
  Macabre
  Enchantments
  Cantrips
  Known
  1st 2nd 3rd 4th 5th 6th 7th
  1st
  +2
  Spellcasting, Aspect of
  the Dead, Undead Affinity
  —
  —
  3
  2
  — — — — — —
  2nd
  +2
  Macabre Creations
  3
  2
  3
  3
  — — — — — —
  3rd
  +2
  Deathless Axiom
  3
  2
  3
  3
  2
  — — — — —
  4th
  +2
  Ability Score
  Improvement
  4
  2
  3
  3
  3
  — — — — —
  5th
  +3
  Raise Incorporeal Undead
  4
  2
  4
  4
  3
  — — — — —
  6th
  +3
  Deathless Axiom feature
  4
  2
  4
  4
  3
  2
  — — — —
  7th
  +3
  —
  5
  3
  4
  4
  3
  3
  — — — —
  8th
  +3
  Ability Score
  Improvement
  5
  3
  4
  4
  3
  3
  — — — —
  9th
  +4
  —
  5
  3
  4
  4
  3
  3
  1
  — — —
  10th
  +4
  Undead Cohort
  5
  3
  4
  4
  3
  3
  2
  — — —
  11th
  +4
  —
  6
  3
  4
  4
  3
  3
  2
  — — —
  12th
  +4
  Ability Score
  Improvement
  6
  3
  4
  4
  3
  3
  3
  1
  — —
  13th
  +5
  —
  6
  4
  5
  4
  3
  3
  3
  2
  — —
  14th
  +5
  Deathless Axiom feature
  6
  4
  5
  4
  3
  3
  3
  2
  — —
  15th
  +5
  —
  6
  4
  5
  4
  3
  3
  3
  2
  1
  —
  16th
  +5
  Ability Score
  Improvement
  7
  4
  5
  4
  3
  3
  3
  2
  1
  —
  17th
  +6
  —
  7
  4
  5
  4
  3
  3
  3
  2
  1
  —
  18th
  +6
  Necromastery
  7
  4
  5
  4
  3
  3
  3
  2
  1
  1
  19th
  +6
  Ability Score
  Improvement
  7
  5
  5
  4
  3
  3
  3
  2
  1
  1
  20th
  +6
  Amaranthine Shroud
  7
  5
  5
  4
  3
  3
  3
  2
  1
  1
  Creating a Pale Master
  Creating a pale master character benefits from a backstory
  involving an encounter with an undead creature. How did
  your character first come into contact with the undead? Why
  did you become fascinated with them? Why have you devoted
  large amounts of time to studying them?
  What then drew you forth from this life of study? Do you
  want to find a specific undead creature? Maybe you want to
  gain a better understanding of necromantic magic? Have you
  received word of a sealed crypt not yet plundered? Perhaps
  you seek immortality and learning about the undead will help
  you uncover the answer to this secret.
  Quick Build
  You can make a pale master quickly by 
  following these suggestions. First, Intelligence 
  should be your highest ability score, followed 
  by Constitution. Second, choose the sage 
  background. Third, choose the blood 
  siphon, corruption, and spare the dying 
  cantrips, along with the following 1st-
  level spells from your grimoire: death’s 
  grasp, inflict wounds, and rot.
  Class Features
  As a pale master, you gain the following class features.
  Hit Points
  Hit Dice: 1d8 per pale master level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
  modifier per pale master level after 1st
  Proficiencies
  Armor: light armor
  Weapons: Daggers, light hammers, sickles, quarterstaffs
  Tools: None
  Saving Throws: Constitution, Intelligence
  Skills: Choose two from Arcana, Deception, History,
  Intimidation, Investigation, Religion, and Stealth
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) a sickle or (b) a quarterstaff
  (a) a component pouch or (b) an arcane focus
  (a) a scholar's pack or (b) a priest's pack
  A grimoire
  4
   
  
  Spellcasting
  As a student of necromantic magic, you have obtained a
  grimoire from which to study spells dealing with the dark
  arts. Although your study of arcane magic is similar to that of
  a traditional wizard, you forgo some of their spellcasting
  prowess in favor of obtaining specialized gifts from your
  undead subjects. See chapter 10 of the Player's Handbook
  for the general rules of spellcasting and page 21 of this
  supplement for the pale master spell list.
  Cantrips
  At 1st level, you know three cantrips of your choice from the
  pale master spell list. You learn additional pale master
  cantrips of your choice at higher levels, as shown in the
  Cantrips Known column of the Pale Master table.
  When you gain a level in this class, you can replace one of
  the pale master cantrips you know with another cantrip from
  the pale master spell list.
  Grimoire
  At 1st level, you obtain a grimoire, which is the repository of
  all spells available to pale master.
  Preparing and Casting Spells
  The Pale Master table shows how many spell slots you have
  to cast your pale master spells of 1st level and higher. To cast
  one of these spells, you must expend a slot of the spell’s level
  or higher. You regain all expended spell slots when you finish
  a long rest.
  You prepare the list of pale master spells that are available
  for you to cast. To do so, choose a number of pale master
  spells from your grimoire equal to your Intelligence modifier
  + half your pale master level, rounded down (minimum of one
  spell). The spells must be of a level for which you have spell
  slots.
  For example, if you’re a 4th-level pale master, you have
  three 1st-level and three 2nd-level spell slots. With an
  Intelligence of 14, your list of prepared spells can include four
  spells of 1st or 2nd level, in any combination, chosen from
  your grimoire. If you prepare the 1st-level spell false life, you
  can cast it using a 1st-level or a 2nd-level slot. Casting the
  spell doesn’t remove it from your list of prepared spells.
  You can change your list of prepared spells when you finish
  a long rest. Preparing a new list of pale master spells
  requires time spent studying your grimoire and memorizing
  the incantations and gestures you must make to cast the
  spell: at least 1 minute per spell level for each spell on your
  list.
  A Pale Master's Grimoire
  All pale masters are given a grimoire at 1st level. As this tome
  contains all known necromancy spells in the multiverse, it is
  quite a rare item indeed. Player's may wish to share the details
  how, where, and from whom they received their grimoire in
  their character's backstory.
  Spellcasting Ability
  Intelligence is your spellcasting ability for your pale master
  spells, since you learn your spells through dedicated study
  and memorization. You use your Intelligence whenever a
  spell refers to your spellcasting ability.
  In addition, you use your Intelligence modifier when setting
  the saving throw DC for a pale master spell you cast and
  when making an attack roll with one.
  Spell save DC = 8 + your proficiency bonus + your
  Intelligence modifier
  Spell attack modifier = your proficiency bonus + your
  Intelligence modifier
  Ritual Casting
  You can cast a pale master spell as a ritual if that spell has
  the ritual tag and it is from the school of the necromancy. You
  don’t need to have the spell prepared.
  Spellcasting Focus
  You can use an arcane focus (PHB, chapter 5) as a
  spellcasting focus for your pale master spells. At 3rd level,
  you obtain your Undead Graft, which becomes your
  spellcasting focus for your magic, allowing you to cast spells
  with it and perform the somatic components of spells even
  when you have weapons or a shield in one or both hands.
  Your Grimoire
  Your grimoire contains all of the spells available to pale
  masters. Your ability to prepare and cast the spells contained
  within grows, reflecting the research you conduct on your
  own, as well as intellectual breakthroughs while studying the
  undead creatures you keep in your cohort.
  Replacing the Book. The grimoire you receive at 1st level is
  invaluable, entrusted to you when beginning your journey as
  a pale master. If you lose your grimoire, it will cost you 50 gp
  per pale master level to replace.
  The Grimoire’s Appearance. A pale master's grimoire tends
  to be emblazoned with runes inlaid into a black leather cover,
  which symbolize the dark magic contained within.
  5
   
  
  Aspect of the Dead
  Your form begins to take on the qualities of undeath: an
  unnerving side effect of spending long periods of time around
  the dead. This transformation becomes more pronounced as
  you gain levels in this class.
  At 1st level, your composure allows you to shrug off an
  attack that would normally break your concentration. Once
  per long rest, when you are concentrating on a spell from the
  school of necromancy and take damage, you may roll your
  concentration check with advantage.
  At 6th level, your time studying the dead has clarified many
  mysteries formerly shrouded by the dark. You gain darkvision
  out to a range of 60 feet. If you already have darkvision, its
  range is extended by 30 feet.
  At 11th level, your time spent among decay has inured you
  to the ravages of corpse-borne plagues, granting you
  resistance to poison and necrotic damage. Additionally, you
  are immune to disease and can't be poisoned.
  At 17th level, your form bears a close resemblance to the
  undead you study, allowing you to age at a slower rate. For
  every 10 years that pass, your body ages only 1 year, and you
  are immune to being magically aged.
  Undead Affinity
  At 1st level, your mere touch can force an undead creature to
  follow your commands for a short time. Make a melee spell
  attack against an undead creature with a challenge rating
  equal to or less than half of your pale master level (rounded
  down). On a hit, the creature will follow your commands for 1
  round per pale master level. When the duration expires, the
  undead creature returns to its former allegiance, if any.
  If the undead creature has an Intelligence of 6 or more, you
  make the attack with disadvantage. If it has an Intelligence of
  12 or more it is immune to this feature.
  You can use this feature a number of times equal to your
  Intelligence modifier (a minimum of once), but can only
  control one undead creature at a time. You regain expended
  uses when you finish a long rest.
  Macabre Creations
  At 2nd level, you gain the ability to enhance mundane items
  with undead enchantments. The magic items you create with
  this feature are take the form of undead armors, weapons or
  wonderous items.
  Macabre Creations Known
  When you gain this feature, pick three pale master macabre
  creations to learn, choosing from the "Macabre Creations'
  section at the end of the class description (page 19). You learn
  additional creations of your choice when you reach certain
  level in this class, as shown in the Creations Known column
  of the Pale Master table.
  Whenever you gain a level in this class, you can replace one
  of the macabre creations you learned with a new one.
  Crafting a Macabre Creation
  Whenever you finish a long rest, you can craft a macabre
  creation, turning it into a magic item. The magical nature of
  these creations is specific to certain kinds of objects, as
  detailed in the creation’s description. If the item requires
  attunement, you can attune yourself to it the instant you
  create the item, or you can forgo attunement so that someone
  else can attune to the item. If you decide to attune to the item
  later, you must do so using the normal process for
  attunement (see “Attunement” in the Dungeon Master’s
  Guide, page 136).
  The magical properties of a macabre creation remain
  indefinitely, but when you die, the magic used in its creation
  vanishes after a number of days have passed equal to your
  Intelligence modifier (minimum of 1 day). However, the magic
  used in its creation will instantly vanish if you give up your
  knowledge of the macabre creation for another one.
  You can only create one macabre creation per long rest.
  The maximum number of macabre creations you can have
  active at a time appears in the Macabre Enchantments
  column of the Pale Master table. If you try to exceed your
  maximum number of creations, the oldest one immediately
  loses its magical properties, and then the newest macabre
  creation is completed.
  Deathless Axioms
  The study of the dark arts is ancient, stretching back to the
  earliest discoveries of magic.
  At 3rd level, you choose an deathless axiom, which forms
  the foundation of your unending subjugation of the dark arts.
  The boons of undeath are granted as a result of your
  obsession in studying one of five elegies: Decay, Dread,
  Enduring, Revenge, or Twilight, each of which are detailed at
  the end of the class description.
  Your choice grants you features at 3rd level and again at
  6th and 14th level.
  Ability Score Improvement
  When you reach 4th level, and again at 8th, 12th, 16th, and
  19th level, you can increase one ability score of your choice
  by 2, or you can increase two ability scores of your choice by
  1. As normal, you can't increase an ability score above 20
  using this feature.
  Raise Incorporeal Undead
  At 5th level, you can create an undead servant from the fading
  soul of a fallen creature. You choose a humanoid that has
  been dead no longer than 24 hours and create a specter (the
  DM has the creature’s game statistics). Roll initiative for the
  specter, which has its own turns. It obeys any verbal
  commands that you issue to it (no action required by you). If
  you don’t issue any commands to the specter, it defends itself
  but otherwise takes no actions. The specter is under your
  control for 10 minutes, after which it disappears.
  Beginning at 12th level, you can raise a banshee instead of
  a specter.
  You can use this feature a number of times equal to your
  Intelligence modifier (a minimum of once), but can only raise
  one incorporeal undead at a time. You regain any expended
  uses when you finish a long rest.
  6
   
  
  Undead Cohort
  At 10th level, you are able to create an undead creature
  specific to your chosen archetype.
  Necromastery
  At 18th level, you have gained mastery over certain
  necromancy spells, allowing you to cast them at will.
  Choose a 1st-level pale master spell and a 2nd-level pale
  master spell that are in your grimoire and belong to the
  necromancy school of magic. You can cast those spells at
  their lowest level without expending a spell slot when you
  have them prepared. If you want to cast either spell at a
  higher level, you must expend a spell slot as normal.
  By spending 8 hours in study, you can exchange one or
  both of the spells you chose for different spells of the same
  levels.
  Amaranthine Shroud
  At 20th level, when you take a single source of damage that
  would knock you unconscious or kill you outright, you may
  use this feature as a reaction to take no damage instead.
  Once you use this feature, you can't use it again until you
  complete a short or long rest.
  Deathless Axioms
  The study of necromantic magic has long been debated as
  immoral, recognized as a disruption to the natural process
  between life and death by desecrating the very souls of once-
  living beings. However, those who choose to dedicate
  themselves to studying this shunned school of magic would
  argue that not everything is black or white. Necromancy
  exists in a greyness that should be explored, as the secrets
  uncovered through the study of the dark arts are truly
  unending.
  While often disavowed by the masses, the dark magic
  studied by pale masters have been separated into five
  different elegies, the folklore surrounding whichever undead
  creature serves as the pale master's inspiration. The
  following pages go into detail on each elegy.
  7
   
  
   
  
  Elegy of Decay
  Your study is focused on preserving the rotting dead. Elegy of
  Decay pale masters draw their strength from examining the
  mummified remains of corpses by instilling them with the
  foul mimicry of life. The propensity of preservation leads
  these pale masters to study this elegy, which focuses
  primarily on the mummy.
  Undead Graft: Withered Hand
  Beginning when you select this elegy at 3rd level, you remove
  your hand and replace it with a mummified hand swathed in
  funeral wrappings.
  Your undead graft becomes a spellcasting focus for your
  magic, allowing you to cast spells with it and perform the
  somatic components of spells even when you have weapons
  or a shield in one or both hands. Additionally, you may attack
  with your graft as if it were a simple weapon with which you
  are proficient. To do so, you make a melee spell attack
  against a creature, dealing 1d8 necrotic damage on a hit.
  At 6th level, your graft gains a +1 bonus to melee attack and
  damage rolls. This increases to a +2 bonus at 12th level and a
  +3 bonus at 17th level.
  Mummified Servant
  At 3rd level, you learn the find familiar spell and can cast it as
  a ritual. The spell doesn’t count against your number of
  prepared spells.
  When you cast the spell, you can choose only from the
  following withered creatures: bat, hound, or rat.
  Additionally, when you take the attack action, you can forgo
  one of your own attacks to allow your familiar to make one
  attack of its own with its reaction.
  Withering Touch
  Starting at 6th level, when you hit a creature with a melee
  spell attack from your undead graft, you can cause the
  target's skin to begin to rot away. The target takes an
  additional 1d8 necrotic damage, 1d8 of poison damage, and
  must succeed on a Constitution saving throw or become
  poisoned. A creature poisoned in this manner remains
  poisoned until cured by magical means.
  You can use this feature once per long rest at 6th level. You
  gain an additional use at 12th level and again at 17th level.
  Expended uses are regained when you finish a long rest.
  Anneal Curse
  Starting at 6th level, you can cast the bestow curse spell
  using one of your spell slots, but it does not count towards
  your number of prepared spells. When you cast bestow curse,
  you may select two natures that the curse may take on
  instead of one. Both of these natures last for the duration.
  Undead Cohort: Mummy
  At 10th level, you are able to taint the remains of a recently
  slain creature. You choose the corpse of a creature that has
  died in the last 24 hours and touch it with your undead graft,
  encasing it in funeral wrappings fused with necrotic energy
  and causing it to rise as a mummy under your control. The
  mummy turns to dust when it drops to 0 hit points or when 1-
  hour passes. The mummy is friendly to you and your
  companions for the duration. Roll initiative for the mummy,
  which has its own turns.
  The mummy obeys any verbal commands that you issue to
  it (no action required by you). If you don’t issue any
  commands to the mummy, it defends itself from hostile
  creatures but otherwise takes no actions. The DM has the
  mummy’s statistics.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  Putrescent Slam
  At 14th level, you gain the power to bestow mummy's rot.
  Make a melee spell attack against a creature. On a hit, the
  target takes 10 (3d6) bludgeoning damage, plus 10 (3d6)
  necrotic damage. If the target is a creature, it must succeed
  on a Constitution saving throw or be cursed with mummy rot.
  The cursed target can't regain hit points, and its hit point
  maximum decreases by 10 (3d6) for every 24 hours that
  elapse. If the curse reduces the target's hit point maximum to
  0, the target dies, and its body turns to dust. The curse lasts
  until removed by the remove curse spell or other magic.
  Once you use this feature, you can’t use it again until you
  finish a short or long rest.
  Withered Bat
  Tiny undead, shares master's alignment
  Armor Class 14 (natural armor)
  Hit Points 27 (6d4 + 12)
  Speed 5 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4)
  16 (+3)
  15 (+2)
  6 (-2)
  15 (+2)
  6 (-2)
  Skills Perception +4, Stealth +5
  Damage Immunities necrotic, poison
  Condition Immunities poisoned
  Senses Blindsight 120 ft., passive Perception 14
  Languages Understands the languages of its master
  but can't speak
  Challenge 1/2 (100 XP)
  Echolocation. The bat can't use its blindsight while
  deafened.
  Keen Hearing. The bat has advantage on Wisdom
  (Perception) checks that rely on hearing.
  One with the Night. The bat has advantage on
  Dexterity (Stealth) checks made to hide in dim light
  or darkness.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  creature. Hit: 6 (1d6 + 3) piercing damage, plus 3
  (1d6) necrotic damage.
  Stunning Screech (1/Day). The bat emits a horrific
  screech. Each creature within 20 feet of it that can
  hear it and that isn't a bat must succeed on a DC 13
  Constitution saving throw or be stunned until the
  end of the bat's next turn.
  9
   
  
  Withered Hound
  Medium undead, shares master's alignment
  Armor Class 13
  Hit Points 45 (6d8 + 18)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  16 (+3)
  16 (+3) 6 (-2) 15 (+2)
  11 (+0)
  Skills Perception +4
  Damage Immunities necrotic, poison
  Condition Immunities charmed, frightened, paralyzed,
  poisoned, stunned
  Senses darkvision 60 ft. passive Perception 12
  Languages Understands the languages of its master
  but can't speak
  Challenge 1/2 (100 XP)
  Consumption. If the hound spends 1 minute feeding
  on the corpse of a creature that it has killed, it
  regains 10 hit points.
  Keen Smell. The hound has advantage on Wisdom
  (Perception) checks that rely on smell.
  Turning Defiance. The hound has advantage on saving
  throws against effects that turn undead.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 6 (1d6 + 3) piercing damage, plus 3
  (1d6) necrotic damage.
  Howl of the Grave (1/Day). The eerie howl of a
  withered hound echoes throughout the night. Each
  creature of the hound's choosing within 30 feet of
  the hound and can hear it must succeed on a DC 13
  Wisdom saving throw of become frightened of the
  hound for 1 minute. A creature can repeat the saving
  throw at the end of each of its turns, ending the
  effect on itself on a success.
  Withered rat
  Tiny undead, shares master's alignment
  Armor Class 15 (natural armor)
  Hit Points 9 (2d4 + 4)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4)
  17 (+3)
  15 (+2)
  6 (-2)
  12 (+1)
  6 (-2)
  Skills Perception +3, Stealth +5
  Damage Resistance bludgeoning, piercing, and slashing
  from nonmagical attacks that aren't silvered
  Damage Immunities necrotic, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 11
  Languages Understands the languages of its master but
  can't speak
  Challenge 1/2 (100 XP)
  Keen Smell. The rat has advantage on Wisdom
  (Perception) checks that rely on sight.
  Shadowmeld. If the rat is in dim light or darkness, it can
  take the Hide action as a bonus action. Additionally, If
  an attack misses the rat, the rat can use its reaction to
  move up to half of its movement speed without
  provoking attacks of opportunity.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  creature. Hit: 10 (2d6 + 3) piercing damage, plus 7
  (2d6) necrotic damage. If the target is a creature, it
  must succeed on a DC 13 Constitution saving throw or
  contract a disease. Until the disease is cured, the target
  can’t regain hit points except by magical means.
  Rotten Stench (1/Day). A cloud of noxious gas escapes
  from the rat's pores. Each creature within 10 feet of the
  rat must succeed on a DC 13 Constitution saving throw
  or be poisoned until the end of the creature's next turn.
   
  
   
  
  Elegy of Dread
  The Elegy of Dread personifies the feeling of unease that
  accompanies the mention of creatures that populates this
  elegy's lore. Driven to feast off the blood and fear of living
  creatures, vampires will go to any lengths to ensure their
  survival throughout eternity.
  This primal instinct is inherited by the pale masters who
  study the elegy of dread. Seeking out blood and using it as a
  catalyst to strengthen their incantations and eventually
  themselves is their ultimate goal.
  Undead Graft: Vampiric Fangs
  Beginning when you select this elegy at 3rd level, you remove
  all of your teeth and replace them with fangs infused with
  necrotic energy.
  Your undead graft becomes a spellcasting focus for your
  magic, allowing you to cast spells and perform the somatic
  components of spells even when you have weapons or a
  shield in one or both hands. Additionally, you may attack with
  your graft as if it were a simple weapon with which you are
  proficient. To do so, you make a melee spell attack against a
  creature, dealing 1d8 necrotic damage on a hit.
  At 6th level, your graft gains a +1 bonus to melee attacks
  and damage rolls. This increases to a +2 bonus at 12th level
  and a +3 bonus at 17th level.
  Summon Bats
  At 3rd level, you are able to assert your control over those
  which feed in the night.
  You to spend 1 minute creating an offering of blood, which
  calls forth a swarm of bats (your DM has the swarms'
  statistics). The swarm is under your control for 24 hours,
  after which it stops obeying any command you've given it. To
  maintain the control of the swarm for another 24 hours, you
  must spend 1 minute creating another offering of blood
  before the current 24-hour period ends. You may only control
  one swarm of bats in this manner at a time. If a swarm of
  bats under your control dies your you dismiss them as an
  action, you cannot use this feature again until you complete a
  long rest.
  Draining Touch
  Starting at 6th level, when you hit a creature with a melee
  spell attack from your undead graft, you can drain the very
  life-force that sustains it. The target takes an additional 2d8
  necrotic damage and becomes grappled. A grappled creature
  can use its action to attempt to break free (escape DC is
  contested by your spellcasting modifier).
  Additionally, while the target is grappled in this manner,
  you regain hit points equal to half the amount of necrotic
  damage dealt to it by attacks with your undead graft, which
  includes the initial attack.
  You can use this feature once per long rest at 6th level. You
  gain an additional use at 12th level and again at 17th level.
  Expended uses are regained when you finish a long rest.
  Out for Blood
  Starting at 6th level, you can cast the vampiric touch spell
  using one of your spell slots, but it does not count towards
  your number of prepared spells. When you cast vampiric
  touch, each creature hit with a melee spell attack with the
  spell deals maximum damage to the target, and you regain hit
  points equal to the total amount of necrotic damage dealt,
  instead of half.
  Undead Cohort: Vampiric Mist
  At 10th level, you are able to taint the soul of a recently slain
  creature. You choose the corpse of a creature that has died in
  the last 24 hour and bite it with your undead graft, infusing it
  with necrotic energy and causing its soul to rise as a vampiric
  mist under your control. The vampiric mist dissipates when it
  drops to 0 hit points or when 1-hour passes. The vampiric
  mist is friendly to you and your companions for the duration.
  Roll initiative for the vampiric mist, which has its own turns.
  It obeys any verbal commands that you issue to it (no action
  required by you). If you don’t issue any commands to the
  vampiric mist, it defends itself from hostile creatures but
  otherwise takes no actions. The DM has the vampiric mist’s
  statistics.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  Cursed Blood
  At 14th level, you can bite a humanoid with your 
  undead graft by making a melee spell attack and 
  bestow a curse into the open wound.
  When a creature's blood is cursed, it can’t regain 
  hit points for the next 30 days. When the creature 
  completes a long rest while cursed, it takes 
  19 (3d12) necrotic damage as their toxic 
  blood begins to coagulate. A remove curse 
  spell ends this effect.
  If a creature dies while under the 
  effects of cursed blood, they become 
  a vampire spawn under your control 
  1d10 days after it dies. The vampire 
  spawn turns to ash when it drops 
  to 0 hit points. Roll initiative 
  for the vampire spawn, 
  which has its own turns. 
  It obeys any verbal commands 
  that you issue to it (no action 
  required by you). You can only 
  control one vampire spawn at a time 
  with this feature. If you bite another 
  humanoid and it turns into 
  a vamipre spawn, the current 
  vampire spawn under your 
  control turns to ash. The DM 
  has the vampire spawn’s 
  statistics.
  Once you use this feature, 
  you can’t use it again until 
  you finish a long rest.
  12
  8
   
  
   
  
  Elegy of Enduring
  The pursuit of immortality is what drives pale masters to
  enter into this elegy, as they are fascinated with the gifts
  possessed by liches. While missing much of the prowess of
  their undead idols, these pale masters are only just beginning
  their quest. Perhaps through greater devotion, one day it may
  be possible for an enduring pale master to ascend
  completely...
  Undead Graft: Skeletal Arm
  Beginning when you select this elegy at 3rd level, you remove
  your arm and replace it with a skeletal appendage.
  Your undead graft becomes a spellcasting focus for your
  magic, allowing you to cast spells with it and perform the
  somatic components of spells even when you have weapons
  or a shield in one or both hands. Additionally, you may attack
  with your graft as if it were a simple weapon with which you
  are proficient. To do so, you make a melee spell attack
  against a creature, dealing 1d8 necrotic damage on a hit.
  At 6th level, your graft gains a +1 bonus to melee attacks
  and damage rolls. This increases to a +2 bonus at 12th level
  and a +3 bonus at 17th level.
  Practised Spellcaster
  Your study of the dark arts expands your spellcasting prowess
  beyond other pale masters.
  At 3rd level, you are able to select 2 additional cantrips
  from the pale master spell list, which don't count against your
  number of Cantrips Known. You can change these 
  cantrips when you gain a new pale master level.
  Paralyzing Touch
  Starting at 6th level, when you hit a creature with a melee
  spell attack from your undead graft, you can instill rigor
  mortis. The target takes an additional 2d8 necrotic damage
  and must succeed on a Constitution saving throw or become
  paralysed for 1 minute. A creature can repeat the saving
  throw at the end of each of its turns, ending the effect on
  itself on a success.
  You can use this feature once per long rest at 6th level. You
  gain an additional use at 12th level and again at 17th level.
  Expended uses are regained when you finish a long rest.
  Invigorate the Dead
  Starting at 6th level, you can cast the animate dead spell
  using one of your spell slots, but it does not count towards
  your number of prepared spells. When you cast animate
  dead, each skeleton or zombie animated has its maximum
  number of hit points. Additionally, each undead created with
  this spell adds your spellcasting modifier to its attack and
  damage rolls.
  Undead Cohort: Flameskull
  At 10th level, you are able to taint the remains of a recently
  slain creature. You choose the corpse of a creature that died
  in the last 24 hour and instill the foul mimicry of life,
  animating its head as a flameskull under your control.
  The flameskull turns to ash when it drops to 0 hit points or
  when 1-hour passes. The flameskull is friendly to you and
  your companions for the duration. Roll initiative for the
  flameskull, which has its own turns. It obeys any verbal
  commands that you issue to it (no action required by you).
  If you don’t issue any commands to the flameskull, it
  defends itself from hostile creatures but otherwise takes no
  actions. The DM has the flameskull’s statistics.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  Deathless Vigor
  Your research of liches has taught you how to make a
  rudimentary phylactery, which serves as the pinnacle of your
  obsession with immortality.
  At 14th level, you bind a small part of your soul to an object
  of your choosing, which serves as your phylactery. Upon
  death, you gain a new body in 1d10 days that appears within
  5 feet of your phylactery. Your new form looks similar to your
  old one.
  While working in a similar manner to a lich's phylactery,
  the one you create with your deathless vigor feature does not
  possess the same power and is destroyed when used upon
  your death. You are able to create another rudimentary
  phylactery but must spend 10 days and 5,000 gp to do so. You
  can only bind yourself to one rudimentary phylactery at a
  time.
  14
   
  
   
  
  Elegy of Revenge
  Those who are drawn to the elegy of revenge have been all
  but consumed by a tragedy in their life and find solidarity in
  devoting their research interests to revenants. Driven by
  vengeance to right how they were wronged, these pale
  masters are relentless in their pursuit of delivering
  punishment, going so far as to return to walk among the
  living if they die before their retribution has been inflicted.
  Undead Graft: Skin of the Damned
  Beginning when you select this elegy at 3rd level, you flay the
  skin from your body and replace it with the unkempt fleshy
  remains of an undead creature.
  Some of the qualities possessed by your graft's previous
  owner are intrinsically bestowed on to you. You gain
  proficiency with martial weapons, medium armor, and
  shields. Additionally, you learn how to craft scourged
  weapons.
  Scourged Weapon
  Starting at 3rd level when you choose this elegy, you can bind
  yourself to a weapon and use it to channel your unending
  thirst for vengeance.
  You perform a ritual over the course of 1 hour, which can
  be done during a short rest, over which time you stitch or
  encase undead skin onto a melee weapon or your choice
  (such as replacing the leather on a sword's hilt with flesh),
  and infuse it with necromantic magic. This weapon serves as
  a spellcasting focus for your pale master spells.
  The primary source of damage dealt by the weapon
  becomes necrotic damage and you can use your Strength or
  Intelligence modifier for the attack and damage rolls when
  attacking with it. Any unique properties the weapon
  possesses (such a +1 bonus) are retained by the weapon.
  If the weapon is lost or destroyed, you can perform the
  ritual again on a new weapon. You gain the ability to have two
  scourged weapons at 12th level and three scoured weapons
  at 17th level.
  Vengeful Touch
  Starting at 6th level, when you hit a creature with an attack
  from a scourged weapon, it can cause great trepidation. The
  target takes an additional 2d8 necrotic damage must make a
  Wisdom saving throw. On a failure, the target is paralyzed
  until you deal damage to it, or until the end of your next turn.
  When the paralysis ends, the target becomes frightened of
  you for 1 minute. The frightened target can repeat the saving
  throw at the end of each of its turns, with disadvantage if it
  can see you, ending the frightened condition on itself on a
  success.
  You can use this feature once per long rest at 6th level. You
  gain an additional use at 12th level and again at 17th level.
  Expended uses are regained when you finish a long rest.
  Strength in Death
  Starting at 6th level, you can cast the feign death spell using
  one of your spell slots, but it does not count towards your
  number of prepared spells. When you cast feign death, the
  willing creature has immunity to all damage except psychic
  damage. Additionally, if the target is diseased or poisoned
  when you cast the spell, these effects are cured.
  Create Wight
  At 10th level, you are able to taint the remains of a recently
  slain creature. You choose the corpse of a creature that has
  died in the last 24 hours and grant it a semblance of life that
  is fed by your violence and hatred, raising as a wight under
  your control.
  The wight turns to ash when it drops to 0 hit points or
  when 1-hour passes. The wight is friendly to you and your
  companions for the duration. Roll initiative for the wight,
  which has its own turns.
  It obeys any verbal commands that you issue to it (no
  action required by you). If you don’t issue any commands to
  the wight, it defends itself from hostile creatures but
  otherwise takes no actions. The DM has the wight’s statistics.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  Loathsome Rebirth
  Starting at 14th level, if the you are killed, your soul lingers.
  After 24 hours, your soul inhabits and animates another
  humanoid corpse on the same plane of existence (picked by
  the DM). You retain all of your character's statistics in your
  new form, but none of your old gear unless you retrieve it
  from the corpse of your previous body.
  Once you use this feature, you can’t use it again until you
  inhabit your most recent form for at least 10 days. If you die
  before 10 days pass, your soul passes into the afterlife.
  16
   
  
   
  
  Elegy of Twilight
  In an attempt to become one with the darkness itself, twilight
  pale masters devote their research to shadows and wraiths.
  Their haunting devotion gives them unique abilities
  unavailable to other pale masters, ones which allow them to
  become a terrifying form partially illuminated by the moon's
  eerie gaze.
  Undead Graft: Umbral Arm
  Beginning when you select this elegy at 3rd level, you infuse
  the pours of your arm with small traces of necrotic energies
  that manifest and wreath your arm in shadow.
  Your undead graft becomes a spellcasting focus for your
  magic, allowing you to cast spells with it and perform the
  somatic components of spells even when you have weapons
  or a shield in one or both hands. Additionally, you may attack
  with your graft as if it were a simple weapon with which you
  are proficient. To do so, you make a melee spell attack
  against a creature, dealing 1d8 necrotic damage on a hit.
  At 6th level, your graft gains a +1 bonus to melee attacks
  and damage rolls. This increases to a +2 bonus at 12th level
  and a +3 bonus at 17th level.
  Summon Shadow
  At 3rd level, you are able to assert your control over shadows
  that lurk in the dark.
  While in dim light or darkness, you spend 1 minute
  conjuring a shadow from the darkness (your DM has the
  shadow's statistics). Roll initiative for the shadow, which has
  its own turns. It obeys your verbal commands and is under
  your control for 10 minutes, at which point it vanishes. You
  can only have one shadow summoned at a time. If a shadow
  under your control dies, 10 minutes pass, or you dismiss it as
  an action, you cannot use this feature again until you
  complete a long rest.
  Fearful Touch
  Starting at 6th level, when you hit a creature with a melee
  spell attack from your undead graft, you can instill irrational
  terror. The target takes an additional 2d8 necrotic damage
  and must succeed on a Wisdom saving throw or become
  frightened for 1 minute. A creature frightened in this manner
  must take the Dash action and move away from you by the
  safest available route on each of its turns. If there is nowhere
  to move, the creature stays in its current location, but takes
  2d8 necrotic damage.
  You can use this feature once per long rest at 6th level. You
  gain an additional use at 12th level and again at 17th level.
  Expended uses are regained when you finish a long rest.
  Insatiable Horror
  Starting at 6th level, you can cast the fear spell using one of
  your spell slots, but it does not count towards your number of
  prepared spells. When you cast fear, each target makes the
  Wisdom saving throw with disadvantage.
  Undead Cohort: Wraith
  At 10th level, you are able to taint the soul of a recently slain
  creature. You choose the corpse of a creature that has died in
  the last 24 hour and infuse it with necrotic energy, causing its
  soul to rise as a wraith under your control.
  The wraith dissipates when it drops to 0 hit points or when
  1-hour passes. The wraith is friendly to you and your
  companions for the duration. Roll initiative for the wraith,
  which has its own turns. It obeys any verbal commands that
  you issue to it (no action required by you).
  If you don’t issue any commands to the wraith, it defends
  itself from hostile creatures but otherwise takes no actions.
  The DM has the wraith’s statistics.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  Terror in the Night
  Your research has led to a profound breakthrough, allowing
  you to become one with the darkeness.
  At 14th level, while in an area of dim light or darkness, you
  can meld with the shadows for 1 hour. While melded, you
  gain advantage on Dexterity (Stealth) checks, can take the
  Hide action as a bonus action, and are able to move through a
  space as narrow as 1 inch wide without squeezing. You retain
  all of your normal statistics and abilities while melded.
  You can move through areas of sunlight while melded, but
  suffer disadvantage on attack rolls, ability checks, and saving
  throws while in sunlight. Ending your turn in sunlight ends
  the melded condition.
  Once you use this feature, you can’t use it again until you
  finish a short or long rest.
  18
   
  
  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.
  19
   
  
  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.
  Multiclassing
  Multiclassing allows you to gain levels in multiple classes.
  See Chapter 6 in the PHB for more information.
  Multiclassing Prerequisites
  To qualify for the pale master class, you are required to have
  a minimum Intelligence of 13.
  Multiclassing Proficiencies
  When multiclassing into a pale master, you do not gain any
  additional proficiencies in armor or weapons.
  Pale Master Spells
  Pale Masters forgo delving into all of the arcane schools of
  magic, preferring to specialize in necromancy. While they do
  pick up a few spells from other schools that enhance their
  research of the undead, you will not see a pale master hurling
  a fireball, for example. The following page (pg.XYZ) shows
  the pale master's spell list, which includes spells from
  Grimlore's Grimoire.
  Grimlore's Grimoire
  The Grim Press has released a pay what you want spell
  compendium, containing over 200 new spells for D&D 5th
  Edition on the DMs Guild. The necromancy spells found
  within were created with the pale master in mind and have
  been included in the Pale Master Spell List, marked by (GG).
  While Grimlore's Grimoire is an invaluable resource for pale
  masters, speak with your DM before using the spells in their
  game.
  You can download this spell supplement for free from the
  DMs Guild by clicking here.
  20
   
  
  Pale Master Spell List
  Cantrips (0 Level)
  Blood Siphon (GG)
  Bloodlink (GG)
  Chill Touch
  Corruption (GG)
  Dancing Lights
  Eidolic Chains (GG)
  Grimlore’s Influence (GG)
  Gloom (GG)
  Grim Scythe (GG)
  Infestation
  Manipulate Shadow (GG)
  Minor Illusion
  Night Terror (GG)
  Pacify (GG)
  Peaceful Valediction (GG)
  Poison Spray
  Rancorous-Mist Blade (GG)
  Scourge (GG)
  Shadow Embrace (GG)
  Shadow Ink (GG)
  Shawl of the Unseen (GG)
  Shocking Grasp
  Song of the Dead
  Spare the Dying
  Spare the Living (GG)
  Toll the Dead
  Unholy Flame (GG)
  Waning Touch (GG)
  1st Level
  Acrid Delight (GG)
  Alacritous Interpretation
  (GG)
  Animate Cranium (GG)
  Arms of Hadar
  Bane
  Bone Storm (GG)
  Cause Fear
  Creeping Crawling Claw (GG)
  Cursed with Undeath (GG)
  Death's Grasp (GG)
  Dread (GG)
  False Life
  Grimlore’s Shadowblight
  (GG)
  Guillotine (GG)
  Inaudible (GG)
  Inflict Wounds
  Interpret Bone (GG)
  Larloch's Minor Drain (GG)
  Misery (GG)
  Murmurs of the Restless
  (GG)
  Ray of Sickness
  Rot (GG)
  Shed Skin (GG)
  Unseen Servant
  Witch Bolt
  2nd Level
  Analyze Blood (GG)
  Blindness/Deafness
  Darkness
  Darkvision
  Desecration (GG)
  Detect Familiar (GG)
  Drain Life (GG)
  Elemental Anguish (GG)
  Gentle Repose
  Grimlore’s Shadowgrasp
  (GG)
  Manacle of Burden (GG)
  Misty Step
  Necrotic Visage (GG)
  Ray of Enfeeblement
  Shadow Blade
  Shadow Bind (GG)
  Silence
  Silvanus' Blessing
  Unseat Hand (GG)
  3rd Level
  Animate Dead
  Bestow Curse
  Counterspell
  Dispel Magic
  Fear
  Feign Death
  Grimlore’s Affliction (GG)
  Life Transference
  Lunar Blessing (GG)
  Mummify (GG)
  Phantom Steed
  Poisoned Heart (GG)
  Remove Curse
  Revivify
  Speak with Dead
  Stinking Cloud
  Tongues
  Vampiric Touch
  Water Breathing
  4th Level
  Army of the Dead (GG)
  Black Tentacles
  Blight
  Devastate Undead (GG)
  Dusk Arrows (GG)
  Embers (GG)
  Evard's Black Tentacles
  Grimlore’s Withering Coils
  (GG)
  Hallowing Curse (GG)
  Hemorrhage (GG)
  Phantasmal Killer
  Plague (GG)
  Shadow of Moil
  Vacillate (GG)
  5th Level
  Animate Shadow (GG)
  Armor of Bones (GG)
  Banshee's Grievance (GG)
  Cloudkill
  Contagion
  Danse Macabre
  Defile (GG)
  Enervation
  Grimlore’s Touch of Undeath
  (GG)
  Hallow
  Ilmater's Fortune (GG)
  Insect Plague
  Midnight (GG)
  Mislead
  Negative Energy Flood
  Oghma's Knowledge
  Transferal (GG)
  Raise Dead
  Reincarnate
  Scrying
  6th Level
  Bound into Obedience (GG)
  Circle of Death
  Create Undead
  Disintegrate
  Eyebite
  Grace of Shar (GG)
  Grimlore’s Aphotic Armor
  (GG)
  Harm
  Investiture of Necrosis (GG)
  Magic Jar
  Myrkul's Power (GG)
  Soul Cage
  Soultap (GG)
  True Seeing
  7th Level
  Etherealness
  Finger of Death
  Forcecage
  Grimlore’s Doom (GG)
  Resurrection
  Symbol
  Vampiric Aura (GG)
  8th Level
  Abi-Dalzim’s Horrid Wilting
  Armament of Irritants (GG)
  Ascendancy of Vecna (GG)
  Chalice of the Night (GG)
  Clone
  Grimlore’s Crippling
  Incursion (GG)
  Feeblemind
  Mind Blank
  Power Word Stun
  Scornful Mantle of the
  Undaunted (GG)
  Soul Imprisonment (GG)
  9th Level
  Astral Projection
  Bixmodeus' Binding of
  Perduring Possession (GG)
  Grimlore’s Calamity (GG)
  Power Word Kill
  Tamara's Rebirth (GG)
  True Resurrection
  21
   
  
  Undead Grafts
  New Player Options
  Undead grafts are formed by attaching dead flesh or parts to
  a still-living body, the results of vile experimentation by pale
  masters seeking to become more like the undead creatures
  they keep in the study, while still retaining some sense of
  mortality. The grafts detailed in this section have no statistics
  of their own. Instead, a graft may improve some ability or
  characteristic of the creature it's attached to, or grant the
  creature a new ability entirely.
  While pale masters obtain an undead graft upon reaching
  third level and selecting their deathless axiom, this section
  has been included for other classes to obtain an undead graft.
  Dungeon Masters wanting to introduce undead grafts as
  options for their players should instruct their players to
  consider the ramification of grafting an undead appendage to
  their bodies. Some who consider undead creatures as vile
  abominations might not openly accept deformation of the
  living with undead appendages.
  Master Grafter Crafter
  As this type of work is typically shunned in civilized areas
  throughout the realms, DMs should introduce an NPC that
  specializes in these types of operations: one skilled enough to
  do the work and carries an inventory of undead appendages -
  gods have mercy if players want to try this on their own...
  This NPC will want to be in a quiet and comfortable setting
  to conduct their work, usually an alchemical laboratory, but
  possibly an evil temple or desecrated catacomb would be
  more fitting. Additionally, they would need a supply of
  materials, which usually takes the form of flesh or body parts
  obtained from undead creatures of the appropriate type.
  The list of grafts included below have a price-range based
  on their quality, much like that of other items. This price
  includes all of the mundane components and the cost of the
  surgery, as well as a list of specialized materials. It is up to
  the DM if they wish to include these specialized materials in
  the cost of the graft, or perhaps send the players on a quest to
  fetch a rare component.
  Also, it is important to note that grafts are not magic items,
  even though in game terms they function very much like they
  are. A graft does not radiate magic once completed, and it
  does not require attunment to be worn. It is very hard, if not
  impossible, to salvage another creature's graft as treasure.
  Grafts in the Multiverse
  The following list of undead grafts is available to players,
  should they be willing to pay the price to obtain them. If the
  graft grants a unique feature with a limited number of uses
  (per day or total), it is indicated in the charges heading for the
  graft. Also, a character can only obtain the undead gifts from
  each graft once: if they graft two zombie arms onto their body,
  they only gain the benefit from one arm, for example.
  Strengthen your Resolve
  Beware! Undergoing the process to obtain an undead graft is
  not for the faint of heart, and the operations are irreversible.
  Undead Grafts A-Z
  Banshee’s Tongue
  Undead graft, very rare
  Cost: 5,001 - 50,000 gp
  Charges: 1 / day
  Appendage: tongue
  Rare Component: a humanoid tongue
  A dehydrated appendage from a body whose spirit became a
  banshee, which replaces your tongue. Your graft has 1
  charge, which recharges at dusk. You release a mournful wail,
  causing creatures within 30 feet of you that can hear you to
  succeed on a DC 15 Constitution saving throw or drop to 0
  hit points. This wail has no effect on constructs and undead.
  Bonemail
  Undead graft, rare
  Cost: 501 - 5,000 gp
  Charges: n / a
  Appendage: chest and torso
  Rare Component: minotaur skeleton bones
  Bonemail resembles armor crafted from interlocking shards
  of bone, which are grafted to your body. While you are not
  wearing any armor, your Armor Class equals 12 + your
  Dexterity modifier + your Constitution modifier. You can use
  a shield and still gain this benefit.
  Bodak's Eye
  Undead graft, very rare
  Cost: 5,001 - 50,000 gp
  Charges: 3 / day
  Appendage: eye
  Rare Component: a bodak's eye
  A white eye that fits into your empty eye socket. Your graft
  has 3 charges. When a creature that can see your graft starts
  its turn within 30 feet of you, you use your reaction to force it
  to make a DC 15 Constitution saving throw. If the saving
  throw fails by 5 or more, the creature is reduced to 0 hit
  points, unless it is immune to the frightened condition.
  Otherwise, it takes 16 (3d10) psychic damage on a failed
  save. The graft regains 1d3 expended charges daily at dusk.
  Dehydrated Ogre's Skin
  Undead graft, rare
  Cost: 5,001 - 50,000 gp
  Charges: 1 / day
  Appendage: skin
  Rare Component: zombie ogre's flesh
  A massive amount of desiccated flesh, which replaces your
  skin. The graft gives you a +2 bonus to your Strength ability
  score. Additionally, if you attack a creature while possessing
  this graft, the graft can drain the target's strength. On a hit
  from a melee weapon attack, the target must succeed on a
  DC 15 Constitution saving throw of suffer two levels of
  exhaustion. The graft's enchantment can't be used this way
  again until the next dusk.
  22
   
  
  Ethereal Skin
  Undead graft, very rare
  Cost: 5,001 - 50,000 gp
  Charges: n / a
  Appendage: skin
  Rare Component: a ghost's remains
  Ectoplasmic remains from a ghost, which are grafted over
  your current skin. The graft allows you enter the Ethereal
  Plane from the Material Plane (or vice versa), as an action.
  You remain visible on the Material Plane while you are in the
  Border Ethereal, and vice versa, but you can't affect or be
  affected by anything on the other plane.
  Flaming Eye
  Undead graft, rare
  Cost: 501 - 5,000 gp
  Charges: 1 / day
  Appendage: eye
  Rare Component: a docile beholder's eye
  A crimson eye from an unusually docile beholder, which fits
  into your empty eye socket. The graft gives you resistance to
  fire damage and lets you cast the fireball spell once per day,
  recharging at dusk.
  Eyes of the Revenant
  Undead graft, uncommon
  Cost: 101 - 500 gp
  Charges: 1 / day
  Appendage: eyes
  Rare Component: a docile beholder's eye
  The eyes of a creature that was possessed by a revenant,
  which replace your own. The graft helps you seek revenge on
  someone who has become the source of your unending
  vengeance. Select one being or creature as your mortal
  enemy, and while they are on the same plane of existence as
  you, you have an unerring sense of direction to help you
  locate them. You gain advantage on a skill checks if they are
  related to finding your mortal enemy.
  Lich’s Heart
  Undead graft, legendary
  Cost: 50,000+ gp
  Charges: Special
  Appendage: heart
  Rare Component: a lich's phalacrity
  A phalacrity belonging to a lich, which replaces your heart.
  This graft grants you a limited form rejuvenation due to the
  power used during its initial creation. If you are killed, but
  your body is not destroyed, your body regains its life force
  over the next 1d10 days. Lost body parts are reformed,
  including any vital to life.
  The process turning a lich’s phylactery into a lich’s heart 
  is more complicated that most undead grafts. If the lich
  whose soul is bound to the phalacrity has not been killed
  before the graft is completed, the lich's soul expelled from the
  phalacrity, but immediately knows and can locate it if on the
  same plane. Alternatively, if the lich has been killed and is
  undergoing the process of rejuvenation, the lich is completely
  and utterly destroyed.
  23
   
  
  Mohrg's Tongue
  Undead graft, uncommon
  Cost: 101 - 500 gp
  Charges: n / a
  Appendage: tongue
  Rare Component: a mohrg's tongue
  A long cartilaginous appendage that bears sharp claws at its
  tip, which replaces your tongue. The graft is a simple weapon
  with which you are proficient and has the finesse and reach
  properties. Using an action, you can make a melee weapon
  attack with the graft. On a hit, the target takes 1d4 piercing
  damage must succeed on a DC 13 Constitution saving throw
  or be paralyzed until the end of its next turn.
  Mortified Legs
  Undead graft, uncommon
  Cost: 101 - 500 gp
  Charges: n / a
  Appendage: legs
  Rare Component: a pair of zombie legs
  Two gaunt limbs composed of desiccated flesh, which replace
  your legs. The graft causes you to permanently lose 5 feet of
  movement speed. In return, you are no longer affected by
  difficult terrain which occurs on solid that is moderately flat,
  such a terrain caused by the mold earth cantrip.
  Mummified Torso
  Undead graft, very rare
  Cost: 5,001 - 50,000 gp
  Charges: 1 / day
  Appendage: torso
  Rare Component: a mummified eye
  A swath of preserved undead flesh, which replaces the skin
  around your torso. The graft gives you a +2 bonus to your
  Constitution ability score.
  Additionally, if you attack a creature while possessing this
  graft, you can paralyze the target. On a hit from a melee
  weapon attack, the target must succeed on a DC 17
  Constitution saving throw of be paralyzed. The graft's
  enchantment can't be used this way again until the next dusk.
  Mummified Eye
  Undead graft, very rare
  Cost: 5,001 - 50,000 gp
  Charges: 1 / day
  Appendage: eye
  Rare Component: a mummified eye
  A dehydrated orb that fits into your empty eye socket. It looks
  much like a normal eye, but it has a distinctly dry appearance
  and does not move in your eye socket. The graft lets you cast
  the eye bite spell once per day, recharging at dusk.
  Mummified Hand
  Undead graft, rare
  Cost: 501 - 5,000 gp
  Charges: 3 / day
  Appendage: hand
  Rare Component: a mummy's hand
  A withered appendage swathed in funereal wrappings, which
  replaces your hand. The graft has 3 charges and is a simple
  weapon with which you are proficient. Using an action, you
  can make a melee weapon attack against a target. On a hit,
  the target takes 7 (2d6) bludgeoning damage and must
  succeed on a DC 15 Constitution saving throw or be cursed
  with mummy rot. The cursed target can't regain hit points,
  and its hit point maximum decreases by 10 (3d6) for every 24
  hours that elapse. If the curse reduces the target's hit point
  maximum to 0, the target dies, and its body turns to dust. The
  curse lasts until removed by the remove curse spell or other
  magic. The graft regains 1d3 expended charges daily at dusk.
  24
   
  
  Ossein Arms
  Undead graft, rarity varies
  Cost: 5,001 - 50,001+ gp
  Charges: n / a
  Appendage: arms
  Rare Component: shards of bone from a giant
  Shards of bone from a hardy giant, which are grafted into
  your forearms underneath your skin. With this graft, your
  Strength score changes to a score granted by the graft. If
  your Strength is already equal to or greater than the graft's
  score, it has no effect on you.
  Type
  Strength
  Rarity
  Hill giant
  19
  Rare
  Stone/frost giant
  21
  Very Rare
  Fire giant
  23
  Very Rare
  Cloud giant
  25
  Legendary
  Storm giant
  27
  Legendary
  Skeletal Hand
  Undead graft, uncommon
  Cost: 101 - 500 gp
  Charges: n / a
  Appendage: hand
  Rare Component: a skeleton's hand
  A bony appendage with sharp claws, which replaces your
  hand. The graft is a simple weapon that deals 1d4 slashing
  damage. You are proficient with the graft and it has the
  finesse property. If you make an attack with a melee weapon
  on your turn, you can use your bonus action to make an
  additional attack with the graft if is not holding an object or
  weapon.
  Umbral Pores
  Undead graft, uncommon
  Cost: 101 - 500 gp
  Charges: n / a
  Appendage: entire body
  Rare Component: remains from an incorporeal undead
  Whisps of shadow or ectoplasumn remains from a ghost,
  which are infused into your pours. The graft lets you cast the
  misty step spell once per day, recharging at dusk.
  Undead Skin
  Undead graft, rare
  Cost: 501 - 5,000 gp
  Charges: n / a
  Appendage: skin
  Rare Component: skin from an undead creature
  A mottled gray hide, which you graft onto yourself after
  flaying off your own skin. The graft gives you immunity to
  damage dealt from critical hits and sneak attacks, causing the
  attacks to deal normal damage instead. You can wear armor
  and still gain this benefit.
  Vampiric Fangs
  Undead graft, rare
  Cost: 501 - 5,000 gp
  Charges: n / a
  Appendage: teeth
  Rare Component: teeth from a vampire
  A set of sharp teeth, which are grafted into your jaw once you
  remove your own. The graft is a simple weapon with which
  you are proficient. Using an action, you can make a melee
  weapon attack with your graft. On a hit, the target takes 10
  (3d6) necrotic damage, and you gain hit points equal to half
  of the necrotic damage done. Additionally, the target is
  grappled. A grappled creature can use its action to attempt to
  break free (escape DC is contested by your Strength
  (Athletics) skill.
  Zombie's Arm
  Undead graft, uncommon
  Cost: 101 - 500 gp
  Charges: n / a
  Appendage: arm
  Rare Component: a zombie's arm
  A rotting limb of undead flesh, which replaces your forearm.
  The graft gives a perminant +1 bonus to your Strength ability
  score, but also gives a -1 penalty to your Dexterity ability
  score. Additionally, when you are reduced to 0 Hit Points but
  not killed outright, you can drop to 1 hit point instead. You
  can’t use this feature again until you finish a long rest.
  Zombie Pores
  Undead graft, very rare
  Cost: 5,001 - 50,000 gp
  Charges: n / a
  Appendage: entire body
  Rare Component: a zombie's corpse
  The pustules from a zombie are harvested and infused into
  your pours, bolstering your fortitude. If damage reduces you
  to 0 hit points, you 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, you 
  drop to 1 hit point instead.
  25
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Grim Press/Grim Press - Disturbed Graves.pdf