Rogue
Base Class: Rogue

You have decided that making a living of the dead doesn't mean you have to create them yourself. Whether a grim mortician, a grave robber, or a frontier bounty hunter, the Undertaker has an eerie connection to the fallen and uses this to their advantage. They thrive in the presence of death and aren't afraid of giving their enemies a slight nudge to reach their final destination. With a reputation for death following their every step and thriving on the dead, the Undertaker turns the remains of the battlefield into their tools. 

Grim Opportunist

At 3rd level, your knowledge of death allows you to capitalize on the weakness of the living. When a creature within melee range gains the Prone or Incapacitated condition, you can make a Melee attack against said creature using a Reaction. 

Additionally, you can use Acrobatics instead of Athletics when using the Push action.

Whisper to the Dead

At 3rd level, you gain the unsettling ability to commune with recently deceased spirits. After spending 1 minute in silent focus near a corpse that has died within the last 24 hours, you can ask the dead a single yes or no question. The answer comes as a faint whisper or an eerie sensation, such as a cold breeze or the corpse subtly shifting. The dead are compelled to answer truthfully, based on what they knew in life. 

You can use this ability a number of times equal to your proficiency bonus, and you regain all uses after a long rest. This feature doesn't work twice on the same corpse

Death’s Embrace

At 9th level, you’ve learned to cling to life by scavenging the vitality of others. When you hit a creature with a Sneak attack, you can choose to siphon their life force. When you do you regain hit points equal to half the Sneak attack Damage (rounded up) of said attack. 
 
You can use this feature 3 times and you regain all uses once you finish a long rest.

Harbinger of Death

At 13th level, your reputation as a harbinger of death instils fear in your enemies. Whenever you reduce a creature to 0 hit points, you can choose one creature of your choice that you can see within 60 feet. That creature must succeed on a Wisdom saving throw (DC = 10 + your Proficiency Bonus) or become Frightened of you until the end of your next turn. While Frightened in this way, the creature has Disadvantage on attack rolls against you. 

Soul of Vengeance

At 17th level, your connection to the dead allows you to summon an Avatar of Death to exact vengeance on your enemies.  

When you reduce a creature to 0 hit points, you can use a Reaction to summon a Avatar of Death that appears in an unoccupied space within 5 feet of you, you then choose a creature that you can see within 120 feet of you to be its target. The Avatar rolls his own initiative and will do everything in its power to kill the chosen target. The Avatar is summoned with a number of temporary hit points equal to half your hit point maximum rounded up and dissapears after 1 minute, it dies or its target dies 

Beyond 20
Medium Undead, Neutral Evil
Armor Class 20
Hit Points 1 (1d4) 
Speed 60 ft., fly 60 ft. (hover)
Roll Initiative! +3
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
16 (+3)
WIS
16 (+3)
CHA
16 (+3)
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Frightened, Paralyzed, Petrified, Poisoned, Unconscious
Senses Darkvision 60 ft., Truesight 60 ft., Passive Perception 13
Languages All languages known to its summoner

Incorporeal Movement. The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Turning Immunity. The avatar is immune to features that turn undead.

Actions

Reaping Scythe. The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage.

Once you use this feature you can't do so again until you finish a long rest. 

Previous Versions

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11/21/2024 2:15:11 PM
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