Fighter
Base Class: Fighter

Grave Keepers are warriors who have learnt to imbue their martial fighting with necromantic magic. How they do this differs from Grave keeper to Grave keeper as some form deals with liches, some trained in ancient ruins deep within Shadowfell, while others learn to manipulate a curse placed upon them. Regardless of their origin, Grave Keepers have a tendency to work in small groups while honing their martial prowess and increasing their necrotic power.

Dying Gasp

Starting at 3rd level, you can expend a usage of your Second Wind feature to make a ranged spell attack, using your proficiency bonus + Constitution modifier, against a creature you can see within 60 feet. On a hit, the creature takes 1d10 + your level in this class in Necrotic damage.

If a creature dies from this feature, you heal hp equal to the damage dealt.

Pseudo-Phylactery

Starting at 3rd level, you have learnt to turn your weapon into a pseudo-phylactery. You spend an hour channeling your necrotic energy into a weapon you are proficient with. If you choose a new weapon you must redo the ritual using the new weapon. If a new weapon is chosen, the effect ends on the previous weapon. Any hostile creature killed with this weapon has part of their soul consumed, granting you 1d10 + your level in temporary hit points.

Withering Surge

You have trained yourself to pulse the Necrotic energy that flows through you into your strikes. Starting at 7th level, when you use your action surge to take the attack action, the attacks deal an additional 1d8 Necrotic damage.

Necrotic Howl

Your necrotic power has further mutated your body as you slowly start to slightly resemble an undead creature. Starting at level 10, you gain resistance to necrotic damage and once per long rest you can use your action to wail loudly into the air, causing all hostile creatures within 30 feet of you to make a wisdom saving throw or become frightened of you. The creatures remain frightened for 1 minute and can make a saving throw to end the condition at the end of their turn. A creature who makes the saving throw is immune to this feature for the next 24 hour. The DC equals 8 + your proficiency bonus + your Constitution modifier. Undead creatures automatically succeed on the saving throw.

Parley with Death

Your mutation has entered its final stages granting you a parley with death. Starting at 15th level, whenever you use your Indomitable feature, you can choose to sacrifice any number of Hit Die to add a +1 bonus, per hit die sacrificed, to the new saving throw. You can use this feature after seeing the number on the dice, but before the results are declared.

Lich-knight

Your necrotic mutation has completed as you take on the full appearance of an undead creature. Starting at level 18, you can use your action to cause your necrotic energy to spill out in a 30 foot radius sphere centered around you. The radius acts like an aura that lasts for 1 minute and moves along with you. Any ally within this aura gains resistance to necrotic damage and any hostile creature automatically fails the saving throw against your Necrotic Howl feature. Creatures within the aura with a CR equal to or lower than your level, that has immunity to the frightened condition, you ignore their immunity but they can still make the saving throw and pass if they succeed. If a creature, with a CR higher than your level, has immunity to the frightened condition they instead have advantage on the saving throw.

Additionally, due to your mutation, undead no longer automatically succeed against your Necrotic Howl feature.

Previous Versions

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11/21/2023 5:01:55 PM
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