Base Class: Ranger
A ranger that walks the line between the living and dead is a member of the Grave Walker Conclave. A near death experience or encounter with the ethereal plane may have given you these abilities, but they are yours to unleash now. Potent, deadly and mysterious a Grave Walker is a warrior that one best not encounter... unless you seek an early path to the grave yourself.
Grave Walker Magic
You learn one of the following cantrips: chill touch, spare the dying, or toll the dead. The spell counts as a ranger spell for you, but does not count against the number of ranger spells you know.
You also learn an additional spell when you reach certain levels in this class, as shown in the Grave Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Grave Walker Spells
Ranger Level Spells
3rd inflict wounds
5th mirror image
9th spirit shroud
13th blight
17th negative energy flood
Death Weaver
Starting at 3rd level, when you attack a creature you can infuse your weapons with necrotic energy to bring them closer to death, especially if they are already injured. Once per turn, when you make a weapon attack against a creature, you can cause that creature to take an additional 1d4 necrotic damage or 1d6 necrotic damage if the creature is at half their hit point maximum or below. At 7th level the necrotic damage becomes 1d6/1d8, at 11th level the necrotic damage becomes 1d8/1d10, and at 15th level the necrotic damage becomes 1d10/1d12.
Unearthly Resilience
Also at 3rd level, your connection to the ethereal and ghostly realms of beyond have granted your mortal body the following benefits:
- You have resistance to necrotic and poison damage.
- You have advantage on any death saving throws you make.
- You no longer need to eat, drink, breathe, or sleep. You can spend your long rest performing light tasks.
- When you are motionless, you appear indistinguishable from a normal dead body and a creature has disadvantage on any insight, investigation, or perception checks they make to tell if you are living or not, while in this state.
Ghost of the Past
Starting at 7th level, you can step into the memories of a recently deceased creature and see them unfold before you.
You can touch a creature that has died within the past day and see a short memory within it's last 24 hours of life; the DM chooses the memory you see. If you want to see a specific memory within that time frame, you can attempt to make an insight check with a DC of 8 + the creature's CR or player level. If you killed the creature or knew the creature slain, you have advantage on the insight check. When you use this feature you can expend a 2nd level spell slot to extend the time frame to 1 week, if you expend a 3rd level spell slot you can extend the time frame to 1 month, if you expend a 4th level spell slot the time frame becomes 1 year, and if you expend a 5th level spell slot you can see a single memory from any point in their life.
You can use this feature a number of times equal to your proficiency bonus and regain all expended uses on a long rest.
Attuned to the Afterlife
Beginning at 11th level you learn the speak with dead spell. The spell counts as a ranger spell for you, but doesn't count against the number of ranger spells you know. You can cast it without material components at will.
Additionally when make a weapon attack and you kill or reduce a creature to 0 hit points you can recover hit points equal to half your ranger level or make another weapon attack as part of the same action against another creature of your choice.
Protection from Beyond
At 15th level, you can summon necrotic energy to harm foes that threaten you or protect you from their wrath. When a creature you can see attacks you, you can use your reaction in one of the following ways:
- Ghostly Dodge. You impose disadvantage on the attack roll and dodge until the start of your next turn.
- Necrotic Surge. Make a single weapon attack against the creature. If the attack hits the creature also takes your extra necrotic damage.
If you are below half your hit point maximum, your reactions are improved in the following ways:
- Ghostly Dodge. When you use this feature, you are resistant to the next instance of damage you take until the start of your next turn.
- Necrotic Surge. If your weapon attack kills the creature, you can force all creatures within 10 feet of it to make a constitution saving throw. On a failure they take 5d4 necrotic damage or half as much on a success and you regain hit points equal to half the necrotic damage you rolled.
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