Prestige Class • Necromancy • Orcus

Talon of Spite – Orcus Prestige Class

A Talon of Spite transforms hatred into necromantic power, curses the living, raises murdered foes as servants and ultimately bears the terrible Halo of Blood.

A Talon of Spite invokes the Halo of Blood while undead servants gather beneath the sign of Orcus. Click the image to enlarge or collapse it.

The Talon of Spite is one of the darkest mortal traditions associated with Orcus, the Demon Prince of Undeath. A Talon does not merely practise necromancy. Hatred itself becomes the discipline: hatred of enemies, rivals, the living and ultimately the order that separates life from death.

Patron Orcus, Lord of Spite
Role Necromancer / controller
Progression 10 prestige levels
Capstone Halo of Blood

Edition structure: Pathfinder 1e and D&D 3.5e preserve the original d20 prestige-class structure with edition-appropriate mechanics. The 5.5e version is an optional prestige-class conversion for campaigns that deliberately use prestige advancement.

Talons of Orcus

Orcus attracts necromancers, would-be undead, murderers and creatures whose grievances have consumed everything else in their lives. A Talon of Spite represents the point at which such hatred becomes disciplined enough to serve as a supernatural weapon.

A Talon does not seek merely to kill. Death should preserve the grievance. A slain enemy may rise as a servant. A wound may refuse healing. A corpse may be forced to continue a feud that should have ended with its owner’s final breath.

Talons rarely trust one another. Two servants of Orcus may cooperate against a common victim, but their doctrines reward obsession and rivalry more readily than fellowship. Orcus has little reason to object when their hatred destroys enemies, allies and cultists alike.

The Rite of the Talon

Entry into the deepest mysteries of the Talon requires more than study. The aspirant takes part in killings whose blood is preserved and mixed with powdered onyx and silver. The mixture is used to describe a ritual enclosure in which a corpse is animated.

Through that dead vessel, the cult invokes a demon associated with Orcus and his dominion in the Abyss. The initiate must survive, master or bargain through the rite before being admitted to the deeper doctrine of spite.

Legacy prerequisites: the surviving version of the class specifically requires Demoniac (Orcus) and either Hateful Strike or Undeath’s Touch. These prerequisites belong to the original Talon of Spite tradition and remain part of its legacy rules.

Game Statistics

Talon of Spite — 5.5e / 2024 Conversion

Prestige classes are not part of the normal 5.5e class structure. This is therefore an optional advancement system. A Talon level replaces a normal class level and counts toward total character level and Proficiency Bonus normally.

Entry Requirements

  • Character Level: 9th level or higher.
  • Alignment: Chaotic Evil.
  • Spellcasting: Spellcasting or Pact Magic and access to magic of 5th level.
  • Training: proficiency in Arcana or Religion.
  • Special: the character knowingly serves Orcus and has survived the Rite of the Talon.

Class Chassis

  • Hit Point Die: d6 per Talon level.
  • Armor Training: none.
  • Weapon Training: none.
  • Saving Throw Training: none.
  • Contempt Save DC: 8 + Proficiency Bonus + Talon spellcasting ability modifier.

When entering the class, choose Intelligence, Wisdom or Charisma. You must already use that ability for one of your spellcasting classes. It becomes your Talon spellcasting ability.

Talon Level Features Spellcasting Advancement
1Channel Negative Energy
2Contempt, Defile Victim+1 existing spellcasting class
3+1 existing spellcasting class
4Contempt+1 existing spellcasting class
5Greater Defiling+1 existing spellcasting class
6Contempt+1 existing spellcasting class
7+1 existing spellcasting class
8Contempt+1 existing spellcasting class
9+1 existing spellcasting class
10Contempt, Halo of Blood+1 existing spellcasting class

Spellcasting Advancement

At every Talon level except 1st, choose one spellcasting class you possessed before becoming a Talon. You gain the spell-slot, prepared-spell, spells-known or Pact Magic progression you would have gained from one additional level in that class.

You gain no other class, subclass, invocation or similar features from the advanced class.

Channel Negative Energy

At 1st level, you can release necromantic power in a 30-foot Emanation as a Magic action.

Living creatures of your choice in the Emanation make a Constitution saving throw against your Contempt save DC. On a failure, a creature takes 2d8 Necrotic damage. On a success, it takes half as much.

Undead under your control that you choose instead regain Hit Points equal to the amount rolled. The dice become 3d8 at 5th Talon level and 4d8 at 9th Talon level.

Once used, this feature cannot be used again until you finish a Short or Long Rest unless another feature specifically restores it.

Contempt

At 2nd level, and again at 4th, 6th, 8th and 10th level, choose one Contempt ability below.

You have a number of Contempt uses equal to your Proficiency Bonus and regain all expended uses after a Long Rest. Unless stated otherwise, activating a Contempt expends one use.

You cannot select the same Contempt more than once.

Harangue

Contempt Auditory Mind-Affecting

As an action, unleash supernatural invective at creatures within 30 feet that can hear and understand you. Choose a number of creatures up to your Proficiency Bonus.

Each target makes a Wisdom saving throw. On a failure, it takes a 1d4 penalty to attack rolls and ability checks for 1 minute. It repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

A creature that succeeds on its initial saving throw cannot be affected by your Harangue again for 24 hours.

Infuriating Touch

Contempt Curse

As a Magic action, touch one living creature. It must make a Wisdom saving throw. On a success, it is immune to your Infuriating Touch for 24 hours.

On a failure, you may cause the rage to begin immediately or delay its onset by up to a number of minutes equal to your Talon level.

Once active, the rage lasts for 1 minute. On each of its turns, the victim must move toward the nearest creature it regards as an enemy and use its action to attack that creature if able. If several qualifying creatures are equally close, determine the target randomly.

The victim repeats the saving throw at the end of each turn, ending the rage on a success.

Life’s Blood Leaking

Contempt

As a Bonus Action, empower your next damaging attack before the end of the current turn.

If it deals damage, then at the start of your next turn the victim takes additional Necrotic damage equal to half the Hit Point damage dealt by the triggering attack, rounded down.

This delayed damage cannot exceed five times your Talon level and cannot trigger another effect that requires you to make an attack.

Maim

Contempt Curse

When you learn this Contempt, choose Strength, Dexterity, Constitution or Charisma.

Once per turn when you damage a creature with an attack, you can expend a Contempt use. The victim makes a Constitution saving throw.

On a failure, until it finishes a Long Rest it has disadvantage on ability checks and saving throws using the selected ability. A creature can suffer only one Maim from you at a time.

Necrotic Wound

Contempt Curse

As a Bonus Action, empower your next damaging attack before the end of your turn. If the attack damages a creature, that creature makes a Constitution saving throw.

On a failure, it is cursed for 24 hours and regains only half the normal Hit Points from healing.

At the end of the 24 hours it repeats the saving throw. Success ends the curse; failure makes the wound permanent until removed by Remove Curse, Greater Restoration, Wish or comparable campaign-level magic.

Vent Hatred

Contempt Negative Energy

When you use Channel Negative Energy, you can expend one Contempt use as part of the same action.

Increase the number of damage or healing dice rolled by one-half, rounded down. For example, 4d8 becomes 6d8.

Wrath of the Vengeful Dead

Contempt Undead

As a Magic action, target a suitable corpse within 30 feet and expend one Contempt use. It rises as an undead creature appropriate to your Talon level.

Talon Level Undead Form
2–3Ghoul
4–5Ghast
6–7Shadow
8–9Mohrg
10Devourer

Use an edition-appropriate version of the listed undead. The creature understands your commands and remains under your control.

You can control only one creature created specifically by this Contempt at a time. Creating another releases the previous one from this supernatural control.

Defile Victim

Beginning at 2nd level, when a living corporeal creature dies after taking damage from one of your attacks or spells during the previous minute, you may use your Reaction to defile it.

At the beginning of your next turn it rises as an undead servant. For an ordinary humanoid corpse, use an edition-appropriate zombie as the default form unless the campaign uses a specific corpse creature template.

You can maintain a number of Defiled Victims equal to your Proficiency Bonus. If creating another would exceed that number, you choose one previous Defiled Victim to release.

Greater Defiling

At 5th level, the first time each turn that a creature damages one of your Defiled Victims with a melee attack, that attacker must make a Wisdom saving throw against your Contempt save DC.

On a failure, it has disadvantage on the next saving throw it makes against one of your Necromancy spells or Contempt abilities before the end of your next turn.

Halo of Blood

10th-Level Capstone Orcus Curse

At 10th level, once per Long Rest as an action, choose one creature you can see within 60 feet and swear before Orcus to destroy it. A blood-red spectral crown of ram’s horns appears above your head.

The chosen creature becomes your Hated One. The Halo lasts for 1 minute.

While the Halo persists:

  • Your attacks and those of undead under your direct control count as magical against the Hated One.
  • Those attacks ignore resistance to nonmagical Bludgeoning, Piercing and Slashing damage.
  • The Hated One cannot regain Hit Points.
  • The Hated One has disadvantage on saving throws against your Necromancy spells and Contempt abilities.
  • When one of your Necromancy spells damages the Hated One, you may reroll a number of its damage dice up to your Proficiency Bonus and use either result.

On each of your turns, you must damage the Hated One, target it with a hostile spell or Contempt, or directly order one of your controlled undead to attack it. Willingly abandoning the vendetta ends the Halo.

If you or one of your directly commanded undead reduces the Hated One to 0 Hit Points during the Halo, you gain a +1 bonus to spell attack rolls and the saving throw DC of your Necromancy spells until your next Long Rest. This reward does not stack.

If you fail the oath, you cannot regain Hit Points by magical means and gain one level of Exhaustion at each dawn. Slaying the original Hated One ends the curse.

If the Hated One becomes permanently impossible to slay, only direct intervention by Orcus or equivalent campaign-level power can release you from the failed oath.

Talons of Spite in 1454

In 1454 a Talon rarely proclaims allegiance openly. Orcus cults survive through secrecy and through places where death has already accumulated: old battlefields, plague pits, execution grounds, crypts, abandoned settlements and forgotten burial vaults.

The graves left by the historical Black Death are not automatically supernatural places. They are nevertheless attractive to necromancers because they provide corpses, secrecy and communities already scarred by mass death.

Where manifestations of the supernatural Red Death have disturbed the dead, a Talon may instead see evidence that the boundary between death and undeath has already weakened.

An educated Talon can conceal forbidden investigations behind the language of learned natural philosophy. Anatomy, medicine, alchemy, astrology and occult correspondences provide plausible reasons to seek corpses, rare minerals, metals and unusual manuscripts.

Others operate through mercenary companies, criminal brotherhoods, noble households or clandestine learned circles. Existing feuds are particularly useful. A clever Talon does not need to invent hatred; the Talon need only ensure that an old grievance never ends.

Adventure use: a Talon is especially effective as a recurring antagonist because defeating the cultist’s immediate plans does not necessarily end the feud. Murdered allies may return as Defiled Victims, survivors may carry Necrotic Wounds, and commanded undead may continue acting on instructions given before their master’s disappearance.

Using a Talon as an NPC

A Talon of Spite should have a specific object of hatred rather than behaving like a generic necromancer.

  • The Persecutor: a family, city, guild or bloodline must be extinguished.
  • The Death-Scholar: living bodies are temporary material and undeath is considered an intellectual victory over nature.
  • The War-Necromancer: battlefields are laboratories and fallen soldiers are reinforcements.
  • The Survivor: an old injustice has become so important that vengeance matters more than survival.
  • The Aspirant Undead: service to Orcus is seen as a route toward an existence in which hatred need never die.

The best Talons possess a weakness built into their greatest strength. They may be brilliant, disciplined and politically sophisticated, but their hatred makes retreat increasingly impossible. Halo of Blood turns that flaw into a mechanical fact.

Related SpiralWorlds Entries

Legacy Illustration

The earlier SpiralWorlds version of this entry used the following Johann Heinrich Füssli image. It is retained here as part of the page’s publication history rather than as a literal representation of a Talon of Spite.

Legacy illustration: Johann Heinrich Füssli, Tiresias Appearing to Odysseus, c. 1780–1785. Retained from the earlier Talon of Spite entry; it is not intended as a literal depiction of the prestige class. Click to enlarge or collapse.

Source & Attribution

Original material: Horrors Chapter #1.

Authors: Eli Atkinson, Jonathan Bloxsom, Will Church, David de Saeger, Serge W. Desir Jr., Marley Sage Gable, John Harris, Sam Peer, Adam Silva-Miramon and Sean Surface.

Additional thanks: Dana McVey and Calder Rooney.

Rules provenance: The surviving class table grants Contempt at 2nd, 4th, 6th, 8th and 10th level, consistent with the class’s stated progression of gaining another Contempt ability every two levels thereafter.

The original Talon of Spite features include Contempt, Defile Victim, Greater Defiling, Wrath of the Vengeful Dead and Halo of Blood. The game statistics above present those features separately for 5.5e, Pathfinder 1e and D&D 3.5e.

Dicefreaks archive – Orcus Cults and Talon of Spite source material

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