Base Class: Ranger
Gravekeepers are a Conclave that, much like their Grave Cleric cousins, watch over the line between life and death. To Gravekeepers, death and afterlife are a foundational part of the cycle of nature.
These rangers know that to resist timely death, or to desecrate the dead’s rest, is an abomination of the highest order. As such, they dedicate their life to keeping alive those whose time to die is not yet nearby, as well as on the annihilation of the mockery to the multiverse's workings that is the existence of undeath. Furthermore, these rangers often act as psychopomps, guiding the dead to a peaceful afterlife.
Whether you're a servant of a deity like the Raven Queen, your home was destroyed by undead and you now seek revenge, or you've been set out on a quest to vanquish a specific undead by a powerful druid before it is too late, as a Gravekeeper druid, no undead is to be left alive.
Gravekeeper Spells
You learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Gravekeeper Spells table. Each spell counts as a Ranger spell for you, but it doesn't count against the number of Ranger spells you know.
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Ranger Level |
Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Rest for the Wicked
Starting when you first choose this conclave at 3rd level, you’ve learnt magic to specifically deal with Undead, an abomination to the natural order. You have advantage on any Wisdom (Survival) checks made to find and track undead.
In addition, a number of times equal to your proficiency bonus per long rest, you can cast the Gentle Repose spell without expending a spell slot.
Veiled Strike
Also at 3rd level, your attacks are coated with magic made to kill undeath. The first time you hit a creature with an attack each turn, the attack deals an additional 1d6 radiant damage. At 11th level, this damage increases to 1d8.
In addition, if the damage is dealt against an undead, the attack’s damage can’t be resisted in any way and they must succeed on a Wisdom saving throw against your spell save DC. On a failed save, the creature is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Once a creature fails the saving throw this way, creatures automatically succeed on it until the end of your next turn.
Path to Finality
At 7th level, you can force those around you to stick to the natural and fated cycle of life and death. You have a number of uses of this feature equal to 1 + your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it in the following ways:
Allow Rest. As an action, you can cast the Speak with Dead spell without expending a spell slot. After the spell finishes, all of the corpse, whether attached to the rest of the body or otherwise, begins rapidly decomposing, and once a minute has passed, the corpse has degraded completely, making it impossible to be used for any resurrection spell.
Destroy the Vile. Whenever you hit a creature with an attack, you can mark them for the wrath of the grave (no action required), for they have overstayed their welcome. For the next minute, the creature’s speed is halved, and any effect that would allow the creature to stay at 1 hit point after being reduced to 0 is suppressed.
Guide to the Beyond. As a bonus action, you can gain the ability to see into the Ethereal Plane out to a range of 30 feet for 10 minutes. For the duration, any undead creature found in the Ethereal Plane understands your speech, even if you don't share a language.
Sentinel of the Veil
Starting at 11th level, once per short rest as a bonus action on your turn, as long as you attacked a creature this turn or there's an undead creature within 60 feet of you, you can temporarily assume the form of a protector for the grave.
Until the end of this turn and for the following two turns, you gain the ability to move through creatures and objects as if they were difficult terrain, though you can't end your turn inside a creature or object's space. Furthermore, your speed is doubled and you can't attack creatures other than the undead or attacked creature, and all your attacks against them are made with advantage and deal an additional 1d12 radiant damage.
Tomb's Retribution
By the time you’ve reached 15th level, you can protect those who are brought close to death before the time is right, and punish those who did it. Whenever a creature you can see within 60 feet of you gets hit by an attack, you can use your reaction to conjure the might of the grave.
The hit creature becomes resistant to all of the attack's damage, and the attack counts as a non critical hit if it was a critical hit. In addition, the attacking creature has vulnerability to the next attack against them that hits, and until they take this damage, attacks against them can't have disadvantage. You can use this feature once, regaining the ability to do so again when you finish a short or long rest.
Previous Versions
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4/29/2024 11:37:57 PM
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