Ranger
Base Class: Ranger

Gravewalkers are hunters of the living and the departed, beings who exist in the twilight between life and death. Their souls brush against the spectral plane, granting them uncanny powers over shadows, memory, and the passage of life itself.

Those who cross paths with a Gravewalker often feel the chill of unseen eyes and the unnerving sensation that reality itself has become fragile. They can slip into shadows, walking unseen among the living, and summon spectral extensions of themselves to strike foes from impossible angles.

Gravewalkers command fear and fascination in equal measure. Their presence alone unsettles friends and foes alike, and their mastery over anonymity allows them to fade from memory, leaving only whispers and uncertainty behind.

While they are not true undead, Gravewalkers are intimately connected to death and the supernatural. They move with silent purpose, capable of enacting vengeance or delivering judgment with an ethereal hand. Though tied to the living world, they are ever on the border of the grave, glimpsing the inevitable and shaping the fates of those who would threaten them.

In essence, a Gravewalker is a shadow made flesh, a silent predator, and a spectral judge of the world around them.

Gravewalker Initiation

At 3rd Level

Your soul has learned to linger at the threshold of death, its presence slipping from memory unless anchored by a name.

Nameless Binding

Your power is bound to anonymity. Creatures that know your true name are resistant to your influence. Against such creatures:

  • Your Grave Presence  has no effect.

  • You cannot use Feign Death, Grave Step (Shadow Walk), or similar spectral movement abilities while within 100 feet of them.

  • Any bonus damage granted by Final Reckoning (or similar features) is halved against them.

A creature is considered to “know your true name” only if it has learned it intentionally through conversation, research, magic, or divination.

Fleeting Memory

Your half-severed soul causes the memory of you to fade unnaturally.

At the end of a long rest, you may perform a 10-minute ritual that causes all creatures who do not know your true name to forget all knowledge of you. This includes your appearance, voice, name, and distinguishing mannerisms. Any evidence of your actions remains, but witnesses cannot recall who you were.

This effect does not affect:

  • Deities

  • Creatures not on the same plane of existence as you when the ritual is performed

A creature that learns your true name after this ritual is unaffected by its memory-altering effect.

Grave Presence

  • You gain advantage on Persuasion and Intimidation checks

  • As a reaction, when a creature you can see targets you with an attack, you may impose disadvantage once per short rest


you also gain the following spells silent image,mage armor and light

Threshold Movement

At 7th Level

Grave Step

While in combat, as a bonus action you can step into a shadow and walk out of another that is with in 30ft of your position. You may choose a willing target that is within 5 feet of your position and while maintaining touching contact you can Grave Step with them from one shadow to another shadow that is 30 feet away.

Death-Hardened Mind

You gain proficiency in Wisdom saving throws

If already proficient, once per long rest you may reroll a failed Wis save

you also gain phantom steed.

Spectral Violence

at 11th level

Pale Procession

If you attack a Creature with a action, you can make two additional attacks to attack up to two more targets within 15ft and must hit through AC (Pale Procession gives a +2 against AC for Additional Attacks)

Number of Uses Per Long Rest is Based Off of Your Dexterity Proficiency Bonus 

Pale Procession damage is Halved Naturally but if your true name is known you have disadvantage when trying to make attacks against any target who knows. (Hunter's Mark May Be Applied as Damage Rolls for these Attacks are their own)

The creatures affected by the two additional attacks are attacked by a spirit who is visible in the real world as semi-transparent and white. after which it is no longer visible. you remain at the location of the first attack and the spirit returns to you.

 you also gain the following spells see invisibility,Invisibility 

 

Death's Lie

At 15th Level

Deathless Stillness

Once per long rest, you may enter a deathlike state for up to 10 minutes:

  • You are indistinguishable from a corpse

  • You take half damage

  • Immune to poison and paralysis

If a creature approaches within 5 ft:

  • You may end the effect

  • Make one attack with advantage

  • This attack deals extra necrotic damage equal to your Wisdom modifier

Final Reckoning

Once per long rest, when you hit a creature below 10% of its max HP:

  • The creature must make a Constitution save

  • On a failure, it drops to 0 HP

  • Witnesses must succeed on a Wisdom save or become Frightened of you until the end of their next turn

 you also gain the following spells Arcane Eye,Greater Invisibility,Phantasmal Killer

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