Base Class: Fighter
A Wraith is a fearsome enemy but makes for a loyal teammate. A deal struck with one is sure to be completed without fear of being double-crossed. The overwhelming presence, the peak physique and the eyes that seem to stare directly into your soul leave no room for doubt that the Wraith is a force to be reckoned with. To stand in one's way is to look death itself, face to face. Due to the nature of death, the fighter alignments unusual sit around either Neutral or Evill (True Neutral, Neutral Evil, Lawful Evil, Chaotic Neutral, or Lawful Neutral).
Originally created by Dreaded_Lord on Dnd Beyond. All credit goes to them, I just tweaked it a bit.
Mantle of Wrath
At level 3, you choose to take on a Mantle of Wrath. You learn a number of profanities (one at 3rd level, two at 5th, three at 12th, and four at 15th) chosen from the list below. When you activate a profanity, a dark-colored aura surrounds you imbuing you with the specific profanities bonus. You can use a bonus action to activate or deactivate one profanity. Falling unconscious will deactivate all profanities active. Activating a profanity while you have one already active will automatically deactivate the previous one.
At 3rd level you can only benefit from one profanity at a time, and at 12th you can benefit from two. The profanity effect will stay active until it is deactivated, or on the subsequently failed saving throw. At the end of each of your turns in combat, while you have more than one profanity active, you must pass a DC 15 Constitution Save, or one random profanity will deactivate.
Aura of the Damned
The area around you becomes coated in shadow, seemingly infecting anything it touches. All non-allied creatures within 20 feet of you must make a Constitution saving throw at the start of their turn. On a failed save all attack rolls made against you are made with disadvantage. This saving throw can be repeated at the end of their turn. This effect lasts until the beginning of your next turn or until you activate another profanity.
DC = 8 + your proficiency bonus + your Constitution modifier.
Deathly Glamour
The darkness around shapes your body to do more beautiful things than it could previously. Your graceful movements allow you to add your Charisma modifier to your next 3 saving throws (minimum of +1). This effect lasts for 1 minute.
Etherfloat
You hover a few inches from the ground. You do not trigger pressure plates or the like; you can cross liquid surfaces if they are still, and you descend to the ground harmlessly as if under the effect of the 'Feather Fall' spell. This effect lasts for 1 minute or until you activate another profanity.
Grave Armor
A darkness swirls around your mortal form and solidifies, granting you protection against oncoming attacks. You gain a +2 AC against all melee attacks. This effect lasts for 1 minute or until you activate another profanity.
Soulflay
The shadow of your very being streaks toward your enemy and attacks their soul. The target must make a Constitution saving throw or have disadvantage on one future Constitution saving throw of your choice. This debuff lasts for one minute or until you choose another profanity.
Soulreaver
The weapon you hold becomes bathed in the essence of your aura. On a successful melee attack add an additional 1d4 of necrotic damage. Increases to 1d6 at level 6, and 1d8 at level 10. This effect lasts for 1 minute or until you choose another profanity.
Terrorize
Your aura is bathed in a darkness that seems to suck the light inside of it. If a creature moves to within 30 feet of you, you can use your reaction and the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The DC is equal to 8 + your Charisma modifier + your proficiency bonus. Whether successful or not, a creature cannot be targeted by this ability again until you finish a long rest.
Necrostrike
At 3rd level, three times per long rest, you can channel a Necrostrike when you take an attack action with one of your bound weapons. For the duration of your turn, you deal an extra 2d8 necrotic damage per successful hit. You gain an additional use per long rest at 6th, 12th, and 18th level.
You regain all charges after a long rest.
Siphoning Strikes
At 7th level, you learn to control the balance of life and death within yourself. When you reduce a creature to 0 hit points, you gain temporary hit points equal to your Constitution modifier. Your current value is also affected by this. At the end of combat, these hit points vanish.
This feature can be used equal to your proficiency bonus.
Shadow Meld
At 10th level, as an action, you may teleport to a point you can see within 60 feet if you and that point are both in darkness. You may also take one other creature with you. If the creature is not willing, it must succeed on a Dexterity saving throw to evade you. DC being 8 + your Constitution modifier + your proficiency bonus. Additionally, you gain resistance to necrotic damage while you have a profanity active.
You can use this feature once per long rest.
Death's Embrace
At 15th level, you have come to know that even to the strongest, Death is inevitable. If damage reduces you to 0 hit points and doesn't kill you outright, you may make a Constitution saving throw with a DC equal to the damage done. On a success, you drop to 1 hit point instead.
You may use this ability once per long rest.
Revenant
At 18th level, you fully assume the mantle of Death itself; you no longer require food, water, or sleep. You may still gain the benefits of a long rest if you spend 8 hours undertaking light activities such as reading or keeping watch. Additionally Starting at level 18, when a friendly creature within 30 feet of you is knocked unconscious and not outright killed, it can choose to drop to 1 hit point instead.
You must finish a long rest before it can benefit from this feature again.







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