Base Class: Fighter
The Raven Knight is a warrior devoted to the Raven Queen, blending martial prowess with supernatural powers tied to death, fate, and winter. These knights serve as her emissaries, protectors of the balance between life and death, and collectors of memories lost to time.
Level 3: Queen’s Emissary
When you choose this archetype at 3rd level, you become a chosen agent of the Raven Queen, gaining the following benefits:
Raven Familiar. You learn to cast find familiar as a ritual, summoning a spectral raven to serve you. The raven uses the statistics of a raven but is a celestial, fey, or undead (your choice). This familiar serves as an extension of the Raven Queen’s will, allowing you to communicate telepathically with it while within 100 feet. As a bonus action, you can perceive through your familiar's senses.
Shadowed Armaments. Weapons you wield are imbued with shadow magic. Once per turn when you hit with a weapon attack, you can deal an additional 1d6 necrotic damage.
Mantle of Winter. The Raven Queen grants you supernatural resilience, shrouding you in winter’s chill. You gain resistance to both cold and necrotic damage.
Level 7: Sentinel of Fate
When you or an ally within 10 feet of you is reduced to 0 hit points but not killed outright, you can use your reaction to have them drop to 1 Hit Point instead and give them temporary hit points equal to your Fighter level + your Charisma modifier (minimum of 1). You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.
Level 10: Raven’s Insight
The Raven Queen whispers secrets of fate and tragedy to guide your actions.
Watchful Familiar. While your raven familiar is within 100 feet of you, it can warn you of danger. You cannot be surprised while your familiar is conscious, and you gain a +2 bonus to initiative rolls.
Fateweaver’s Guidance. When you make an ability check, saving throw, or attack roll, you can roll 1d6 and add the result to your roll. You can use this feature a number of times equal to your Charisma modifier (minimum of 1), regaining all uses after a long rest.
Level 15: Raven's Flight
Starting at 15th level, the Raven Queen grants you the power of flight to carry out her will.
As a bonus action, spectral raven wings sprout from your back, granting you a flying speed of 60 feet for 1 minute.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Level 18: Raven Queen’s Chosen
At 18th level, you become a true agent of the Raven Queen, wielding power over the boundaries of life, death, and fate.
As an action, you can invoke the Raven Queen’s blessing to create a 30-foot radius aura centered on you for 1 minute. While this aura is active, you gain the following benefits:
Aura of Preservation. Allies within the aura gain resistance to necrotic damage and can add your Charisma modifier (minimum of 1) to their death saving throws.
Harbinger of Fate. When you hit a creature with a weapon attack, you can mark them with the Queen’s fate. The marked creature must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, they are vulnerable to your weapon attacks until the end of your next turn. This feature can affect a given creature only once per turn.
Breath of Life. When a friendly creature within your aura that is making death saving throws stabilizes, you can use your reaction to grant them hit points equal to your Fighter level + your Charisma modifier.
Once you use this feature, you cannot do so again until you finish a long rest.
Previous Versions
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