Arcanist Vocations
Pale Master
This arcanist’s tampering with undead energies and necromancy has led to the discovery of grim and forgotten secrets.
Signature Infusion
Necrotic Talisman
Undead Graft
At 1st or 3rd level, you become proficient with either the Poisoner’s Kit or the Alchemist’s supplies.
When you create the necrotic talisman, you can choose to bind the magic in your body instead of the amulet, creating an undead graft bound in a special tattoo or necrotic patch of skin. If you do so, you learn the inflict wounds spell, and you gain the following additional abilities. You can use the either of the chosen abilities once between short or long rests:
Degenerative Touch. When you hit a creature with the unarmed strike, you can drain the target. The target gains a point of exhaustion.
Weakening Touch. When you hit a creature with the unarmed strike, you can weaken the target. Until the end of your next turn, the target becomes weakened.
Frightening Touch. When you hit a creature with the unarmed, you can instill the target with fear. The target becomes frightened until the end of your next turn.
The undead graft also replaces any missing appendages, creating a new skeletal appendages in their place. The replacements function identically to the body part it replaces. Beginning at 18th level, when you gain the magic item savant feature, you can treat your undead graft as if it was also an armour.
Deathless Master
At 7th or 9th level, you learn two necromancy spells from any spell list of a level you can cast.
Your undead graft also becomes more powerful, granting it the following additional benefits:
Deathless Touch. When you hit a humanoid or beast with the unarmed strike, you can curse the target. While cursed, the target is diseased. If the creature dies while under this curse, it rises as an animated zombie or skeleton under your command as if you had cast animate dead on it. If the creature has not died after 1 minute, the curse ends harmlessly. You can use this ability once between short or long rests.
Sudden Death. If you cast a necromancy spell of 1st level or higher on your turn, you can also make an unarmed strike with the undead graft as a bonus action.
Grim potential
At 13th or 15th level, you unlock the necrotic potential of the undead graft granting you the following abilities which can be used once each between long rets:
Paralysing Touch. When you hit a creature with your undead graft, you can have that creature make a Constitution saving throw. On a failed save, the target becomes paralysed for one minute. On a successful save, the target is dazed for the duration instead. If the target is immune to being paralysed, it automatically succeeds on the initial saving throw, becoming dazed instead. The target can repeat the saving throw at the end of each of its turns to end the effect.
Destructive Touch. When you hit a creature with your undead graft, you can have that creature make a Constitution saving throw. On a failed save, the target takes an additional 10d6 necrotic damage and half as much on a successful save.