Base Class: Warlock
Banished from death, A Gravewalker is a being who shares a body with a Wraith. Gravewalkers are beings who somehow have bonded with a wraith-like being. This is usually through some sort of necromantic magic, identical tragedies in life, or maybe they were simply born bonded together.
Undead Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your Wraith also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
Summon Wraith
at level 1, you can us a bonus action to Summon your Wraith in an unoccupied space within 15 feet of you. your wraith is a Glowing Translucent Undead of your choice that lasts untill it is destroyed, recalled to you, or you are incapacitated.
Your Wraith has an AC of 14 plus your proficiency bonus, half of your Hit Points (rounded down) and immunity to all conditions, if it must make a saving throw it uses your saving throw bonus for the roll. It is the same size as you & it occupies is space. On your turn, your Wraith can mve up to 30 feet in any direction (no action required). If your Wraith is more than 30 feet away from you at the end of your turn, you must make a CON saving throw. if you succeed, the Wraith is recalled to you & you can summon him again as a bonus action on your next turn. if you fail you are incapacitated
you can use your Wraith in the Following ways:
- As a bonus action, you can teleport to the location of your Wraith, recalling it in the process at the cost of 15 feet of movement regardless of the distance between you and your Wraith;
- When you take the Attack action on your turn, any attack you make with that action can originate from your space or your Wraith's space you must make this choice with each attack;
- When a creature you can see within 5 feet of your Wraith moves at least 5 feet away, you can use your reaction, having your Wraith make an Opportunity Attack against the creature
Ageless
You dont age, and effects that would cause you to age have no effect on you
Undead Fury
You can heighten your Wraith's fury. At level 6, whenever you make the Attack action you can make an additional Melee Attack from your Wraith's Position.
You can use this feature a number of times equal to your Constitution Modifier (a minimum of once). you can regain all expended uses when you finish a Long Rest
Wraith Sense
Because of the connection between the Wraith and the Gravewalker, they have began connecting in unique ways. at level 6, you gain a +2 in perception, have 60ft of darkvision, and can sense undead. twice per short rest. However, this partially reveals the Wraith within & gives the advantage with Intimidation, but also grants Disadvantage with Deception & Persuasion.
Cling to Life
At level 6, when you make a Death Saving Throw and roll a 16 or higher, you automatically stabilize & regain 1 Hit Point
Unsettling Presence
At level 6, once per Long Rest you can unsettle a creature you can see within 15 feet of you. The target has disadvantage on the next Saving Throw it makes. Constructs, Undead, and Creatures that cant be frightened are unaffected by this feature.
Eyes of The Wraith
At level 10, you can temporarily transfer your consciousness to your wraiths body. As an Action, you can choose to see through your Wraith's eyes & hear through its ears. During this time, you are Blinded and Deafened. you can sustain this effect for up to 10 minutes, and it can end at any time (requires no action) While being used in this way, Your Wraith can be up to 1,000 Feet away without requiring a Constitution Saving Throw and can walk through walls.
Reclaim Potential
You've learned to absorb the fleeting magic in your wraith.
At level 10, when your Wraith is Destroyed by taking damage you regain hit points equal to 2d6 + your Constitution Modifier.
You can use this feature a number of times equal to your Constitution Modifier (minimum of once). you regain all expended uses after a short rest.
Healing Return
At Level 14, your Wraith can return to you & heal your wounds. When Taking damage, you can use an action to Recall your Wraith healing you equal to 2D6 + your Constitution Modifier once per Short Rest
We Are Legion
the Wraith is now unbound by the mental capacity of its host. At level 14, your wraith is now treated as a separate individual within combat, however, it shares your Initiative roll. Essentially, allowing you two turns within a single round
Previous Versions
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Posted Sep 22, 2023a lot of these abilities are from the echo knight