Base Class: Fighter
Ghost Knights are one of a few sects of Eldritch Knights that delve deeper into the possibility of harnessing and using dark magic to their advantage. Most Ghost Knights look similar to humans, the exceptions being pale skin, slow heartbeat, whereas the most powerful Ghost Knights are easily distinguishable by their lack of heartbeat and blinking, ice-cold skin, and spectral powers. Ghost Knights are strong but unpredictable at times, and they can be powerful allies with the right trust. With the abilities of the dead on their side, Ghost Knights are formidable opponents and can quickly summon the dead to aid them in a battle.
Deathly Power
At 3rd level, you gain the ability to see through physical obstacles. The dead know no boundaries. You gain darkvision out to 60 feet. If you already have this ability, it's range increases by an additional 30 feet.
- You can see through walls as if they were nonexistent. For 1 minute, you can see through walls and other objects up to 30 feet. You may use this feature again once you finish a short or long rest.
- You learn the Toll the Dead and Chill Touch cantrips if you don't already know them.
Grasp of the Grave
Once you reach 7th level, during combat, you can take a bonus action to cause spectral hands to rise from the ground, slowing enemies. Choose a point on the ground within 60 feet of you. The area is filled with ghostly hands that claw the air. These hands fill a 20-foot circle. This area is considered difficult terrain, and any creature that passes through this area takes 1d6 necrotic damage and has its speed reduced by 10 feet until the start of your next turn. A creature reduced to 0 hp within this circle is grabbed by the claws and dragged into the ground. Any armor or equipment it was wearing remains. These hands last for 1 minute, or until you dismiss them as a bonus action.
The damage for this feature increases as you level up. 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 18th level.
Strike of the Afterlife
At 10th level, the necromantic power surging through your veins has heightened your attacks, making you a true nightmare to face on the battlefield. Your attacks now deal an extra 1d8 necrotic damage. This damage ignores resistance and immunity to necrotic damage. In addition, if a creature you can see within 30 feet of you hits you with an attack, you can use your reaction to strike at their very life force. The target of your reaction takes 2d6 necrotic damage and cannot heal until the end of your next turn.
Grasp of the Grave Improvement
At 15th level, your Grasp of the Grave grows more deadly. The affected area now increases to 25 feet, and any creature that has 10 HP or less that starts its turn within the circle is immediately killed as the spectral hands pull it down into the Plane of Death. In addition, you gain temporary hit points equal to how many the creature had remaining when it dies within the affected area. Your Strike of the Afterlife die also increases to 1d10.
Grave Lord
At 18th level, the dead are your allies, and you may call to them for aid. As a bonus action on your turn, you may summon a wraith, the statistics for which are in the Monster Manual. The wraith is friendly towards you and your allies and takes its turn immediately following yours. The wraith remains for 10 minutes or until you dismiss it as a bonus action. In addition, your Grasp of the Grave now expands to 30 feet, and the damage done by it and your Strike of the Afterlife increases to 1d12.
Previous Versions
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3/11/2021 6:31:05 PM
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4/13/2021 5:19:11 PM
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