Base Class: Fighter
Banished from both life and death, wraiths travel the world seeking hosts who'll bond with them to complete both of their goals. When this occurs, a Gravewalker is born. A creature of life bound both to and by a spirit of death. Able to create weapons of war and perform feats no mortal could such as returning from death, these fighters strike terror into their foes.
Spirit Companion
Beginning when you choose this archetype at 3rd level, your body, mind, and soul are all bound and joined with an undead spirit. This spirit can show itself to you at it's own will, appearing in any space you can see within 15 feet of you. You are able see your spirit, but other creatures most possess either the ability to see invisible creatures or have true-sight to see the spirit. The spirit is non-physical and does not occupy it's space, but can interact with specific objects at the DMs discretion. Alternatively, if the spirit is willing you can as an action choose to let your body and the spirit's body overlap, causing one half of your body to look like you and the other half to look like the spirit, as well as causing both voices to overlap. This can last for up to one minute, during which time you have advantage on all Intimidation and Persuasion checks. During this minute you also add your proficiency bonus to one weapon attack damage roll per turn.
Weapons of the Grave
At third level, you gain the ability to call upon the weapons of your spirit's past life to aid you. At the end of every short rest you can choose between either a melee or ranged weapon. This weapon can be summoned or dismissed at will as a Bonus Action, and has a similar but not identical appearance to that of a weapon your spirit used before they had died. The nature and shape of the weapon can be decided by you and your DM, but regardless it will do the same type and amount of damage. If you choose a melee weapon, it is a versatile reach weapon that deals 1d8(1d10 two handed) force damage with a range of 10 feet. If you choose a ranged weapon, it is deals 1d8 force damage and has a range of 150 feet and a long range of 600 feet. At level 18 you no longer need to choose between the weapons and can have both or just one chosen. Either way, the weapon chosen this way uses your Constitution modifier for attack and damage rolls.
Both
You have both weapons available to you.
Melee
Your weapon of the grave is a melee weapon.
Ranged
Your weapon of the grave is a ranged weapon.
Speed of Undeath
Starting at 7th level, you double the maximum both height and distance you can jump, triple while your Spirit Companion ability is active. Additionally, once per short rest when you take the Dash action, you gain advantage on dexterity saving throws until the start of your next turn, and enemies have disadvantage to hit you with opportunity attacks until you stop moving.
Tactics of Past
At 10th level, you can choose a martial or ranged technique taught to you by your bound spirit as you fight in unison towards your shared goals. You can select another one of these at 15th and 18th level.
Consummation of Death
Once per long rest as an action you can target one creature within 5 feet of you. As both you and your spirit grab the head (or head equivalent) of the targeted creature, your spirit attempts to consume their life force. If their current HP is less than or equal to two times your fighter level, the creature drops to 0 hp and you regain HP equal to half of what the creature had left. If the creature's current HP is greater than two times your fighter level, they instead take necrotic damage equal to two times your fighter level.
Crowd Cleaner
When using a Weapon of the Grave, you can make one additional attack as a Bonus Action, but all attacks this turn must be against different targets as your spirit appears with it's weapon in hand, striking at a nearby foe in your stead.
Ghost Step
Once per turn before or after you make an attack with your Weapon of the Grave, you may teleport up to 10 feet to an unoccupied space you can see as your spirit overtakes your form momentarily, allowing you to slip between spaces as it does.
Ghostly Pull
Channeling the spirit of death you're tied to, as an action you can target one enemy up to 60ft away. If they fail a Constitution save equal to your fighter level minus one, they are teleported to an unoccupied space within 5ft of you, appearing prone.
Precision of Two Gazes
As a Bonus Action you can grant yourself advantage on the first melee or ranged attack you make until the end of your next turn as your spirit overlaps it's form with yours momentarily and guides your attack to victory. If activated while your spirit is overlapping your form via the Spirit Companion ability, the first attack every turn against you before the begining of your next turn is made at disadvantage as well.
Spirit Blast
Once per long rest, as an action you can channel the power of your undead spirit and send it slamming into the ground creating a shockwave. Every creature within a 15 foot circle centered on you must make a Constitution saving throw equal to your fighter level minus 1, taking 4d6 force damage and falling prone on a failed save, and taking half as much damage and not falling prone on a successful save.
Restless Spirit
Starting at 15th level, your bond with your undead spirit prevent you from dying easily. You are proficient in death saving throws, and when you are stabilized from 0 HP by any means, you gain 1d10 + your fighter level of hit points. Even if you do die, if you and your spirits tasks are unfinished you return to life wherever you had your last long rest in 1d4 days.
Army of One, Legion of Many
At 18th level, you and your spirit are bound so tightly that the powers of death bleed into your touch. At the start of every combat, if your Weapon of the Grave is not summoned it is summoned automatically as initiative starts. Additionally, you are able to select to have both a ranged and melee weapon of the Grave available to you, although only one can manifest at a time. Additionally, any creature you kill with a Weapon of the Grave has a 5% chance of becoming a random CR 1-2 undead creature of the DM's choice under your control at the start of the next round. A creature who comes back this way is under your control and obeys your verbal commands (no action required) until it dies. You may only have a number of creatures up to a total CR rating of half your fighter level rounded down. (So a total CR of 10 at level 20 for example.)
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/27/2022 5:47:06 PM
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2
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2
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5e
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Coming Soon
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