Ranger
Base Class: Ranger

Either cursed to remain in the world of the living after death until they resolve some grievance,  bonded with some sort of undead entity, or simply through intensive study of the nature of death; Gravewalkers are known for their rare abilities such as limited teleportation or the ability to fall from great heights without taking damage. 

Gravewalkers often travel alone due to a combination of the most common methods of becoming one and the general response that most beings have to the undead or anything related to them; although they have been known to ally themselves with others when necessary.

 

Barred from the Afterlife

At 3rd Level, when you drop to zero hit points, roll a d4: if you roll a 1 or a 2, you fall unconscious like anyone else, if you roll a 3 or 4, roll a hit die and regain that many hit points and remain conscious. 

At higher levels

At 10th level the die you roll becomes a d6, with the values for falling unconscious remaining at 1 and 2, and you roll 2 hit dice if successful.

At 15th level you roll a d8 to determine if you remain conscious, and roll 3 hit dice if successful.

Gravewalker's resistance

When you take this subclass at 3rd level, you gain resistance to necrotic damage, if you already have this resistance from race features or feats, it does not stack.

Gravewalker magic

When you take this subclass at 3rd level, you gain a special ability to regain spell slots during combat: once per long rest, you can perform a bonus action to drain energy from foes and use it for yourself, regaining a 1st level spell slot in the process.

At higher levels:

At 7th level, you can use this feature twice per long rest or you can expend both uses to regain a 2nd level spell slot; at 11th level, you can use this feature three times per long rest, and you can expend an additional use to regain a higher level slot, spending one use per spell level; at 15th level, you can use this feature four times per long rest, the 11th level options still apply.

Warping attack

At 7th level, you can teleport up to 30 feet towards a hostile target or to an ally's side whenever you make an attack.

Brand of the Phantom

At 11th level, you gain the ability to control the minds of weaker enemies.

As an action, you reach out and mark an enemy whose challenge rating does not exceed half your level (rounded down): the target must succeed on a wisdom save against your spell save dc or be dominated by you, which lasts until you release the bond, they die, or you attack them, causing another saving throw in the last case. You can brand any number of enemies as long as their combined challenge rating does not surpass your half your level (rounded down).

At Higher Levels:

At 15th level, the combined challenge rating of branded beings can reach your level.

At 19th level, the combined challenge rating of branded beings can be up to 1 and one half times your level (rounded down).

Body and Spirit

At 15th level, you gain the ability to split your body and spirit into separate beings.

As a bonus action, you can separate your body and spirit, this lasts for one minute or until you willingly dispel it. While split like this, you gain the following benefits:

Your armor class increases by 2.

Your spirit and body count as separate entities in regards to saving throws, actions, and hp.

Your body and spirit can switch places if you are within 15 feet of each other.

Your spirit shares your armor class and available actions/spells, but only has hit points equal to your ranger level × your wisdom modifier

Previous Versions

Name Date Modified Views Adds Version Actions
12/5/2020 7:57:07 AM
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10/9/2021 5:39:07 PM
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9/27/2022 10:49:07 PM
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