Base Class: Fighter
A Wraith is a fearsome enemy but makes for a loyal teammate. A deal struck with one is sure to be completed without fear of being double-crossed. The overwhelming presence, the peak physique and the eyes that seem to stare directly into your soul leave no room for doubt that the Wraith is a force to be reckoned with. To stand in one's way is to look death itself, face to face. Due to the nature of death, the fighter alignments unusual sit around either Neutral or Evill (True Neutral, Neutral Evil, Lawful Evil, Chaotic Neutral, or Lawful Neutral).
Death Gifts
At level 3, when you choose to take on the mantle of a Wrath, you learn a number of profanities equal to 1 + your Charisma modifier (minimum 1), chosen from the list below. When you activate a profanity, a dark colored aura surrounds you imbuing you with the specific profanities bonus. You can use a bonus action to activate or deactivate one profanity. Falling unconscious will deactivate all profanities active. Activating a profanity while you have one already active will automatically deactivate the previous one. At level three you can only benefit from one profanity at a time, two at level 5, three at level 12, and four at level 18, and the profanity effect will stay active until it is deactivated, or on the subsequent failed saving throw. At the end of each of your turns in combat, while you have more than one profanity active, you must pass a DC 15 Constitution Save, or one random profanity will deactivate.
-Grave Armor: Gain +2 AC against enemies that are making melee attacks against you.
-Aura of the Damned: Any enemy creature within 20 feet must make a constitution saving throw or be at disadvantage on attack rolls made against you.
-Etherfloat: You hover a few inches from the ground. You do not trigger pressure plates or the like; you can cross liquid surfaces if they are still; and you descend to the ground harmlessly as if under the effect of the 'Feather Fall' spell.
-Deathly Glamour: You can add your Charisma modifier to all ability saves.
-Pale Horse: You increase your speed by 10 feet.
-Soulflay: A creature you choose within 30 feet of you have disadvantage on a single saving throw of your choice.
-Soulreaver: The weapon you hold becomes bathed in the essence of your aura . The weapon must be a bound weapon(see below). On a successful melee attack add an additional 1d4 of necrotic damage. Increases to 1d6 at level 6, and 1d8 at level 10.
-Terrorize: If a creature moves to within 30 feet of you, you can use your reaction and the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The DC is equal to 8 + your Strength modifier + your proficiency bonus. Whether successful or not, a creature cannot be targeted by this ability again until you finish a long rest.
-Unholy Vigor: You gain temporary hit points equal to double your Fighter level. This effect resets on a short or long rest.
Weapon of Death
At 3rd level, you learn a ritual that creates a magical, living bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence as you, you can summon that weapon as a bonus action on your turn, causing it to instantly materialize in your hand, unless it is held by a greater power. In addition, you may also absorb its physical form within your very being, which may act as an effective storage place. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. You gain a +1 bonus to all attack and damage rolls with your bound weapon.
Necrostrike
At 3rd level, three times per long rest, you can channel a Necrostrike when you take an attack action with one of your bound weapons. For the duration of your turn, you deal an extra 2d8 necrotic damage per successful hit. You gain an additional use per long rest at 6th, 12th and 18th level. You regain all charges after a long rest.
Siphoning Strikes
At 7th level, you learn to control the balance of life and death within yourself. When you reduce a creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier. Your current value is also affected by this. These bonus hit points expire at the end of the battle, and you return to the hit point amount, scaled at a 1 to 1 ratio, of what you had by the end of the battle. For example, if your original max HP was 20, and you gained 10 hit points, but was reduced to 15 (15 out of 30 HP total), then you would result with 10 out of 20 hit points.
Shadow Meld
At 10th level, as an action you may teleport to a point you can see within 60 feet if you and that point are both in darkness. You may also take one other creature with you. If the creature is not willing, it must succeed on a Dexterity saving throw to evade you. DC being 8 + your Constitution modifier + your proficiency bonus. Additionally, you gain resistance to necrotic damage while you have a profanity active.
Death's Embrace
At 15th level you have come to know that even to the strongest, Death is inevitable. If damage reduces you to 0 hit points and doesn't kill you out right, you may make a Constitution saving throw with a DC equal to the damage done. On a success, you drop to 1 hit point instead. You may use this ability once per long rest.
Revenant
At 18th level, you fully assume to the mantle of Death itself; you no longer require food, water, or sleep. You may still gain the benefits of a long rest if you spend 8 hours undertaking light activities such as reading or keeping watch. Additionally Starting at level 18, when a friendly creature within 30 feet of you is knocked unconscious and not outright killed, it can choose to drop to 1 hit point instead, and gain temporary hit points equal to your Fighter level + your constitution modifier (a minimum of 1). A friendly creature must finish a long rest before they can benefit from this feature again.







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Posted Sep 22, 2022BUSTED!
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Posted Apr 30, 2022Remove necrostrike and reduce the starting profanities to one and grant more at higher levels, although its unique making the number of profanities linked to charisma making a pseudo warlock-fighter hybrid (at least stats wise) it just adds to this subclass' broken lvl 3. Better to limit it and increase over time for additional growth, and without necrostrike u can potentially reward more profanities.
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Posted Jul 20, 2019A bit too much at 3rd level. You get "profanities," two bonded weapons, and bonus 2d8 damage every attack for 3 turns per long rest. At least put a limit on the number of times you can activate a profanity. Currently, you can activate them over and over again endlessly, the only limits being on how many you know and how many you can have active at once.
I would also nerf necrostrike. At least lessen the damage, and possibly make the effect last for 1 successful attack, not 1 turn. A fighter can make an insane number of attacks in 1 turn, so this is too easy to abuse. You could also scale the damage as you gain levels, rather than the number of uses.
The language on Siphoning Strikes didn't make sense to me. I was confused on what happens when you lose your hit points. I believe it meant that after the battle you loose the same amount of hit points you gained earlier, but it sounded different the way it was written. Normally temporary hit points will last until lost from damage, or until you finish a long rest. I would use these the same way, potentially allowing the temporary hit points gained from this ability to stack.
The 15th level ability seems a little weak. At high levels, enemies are going to be doing a lot of damage. I would suggest using a system similar to spell concentration. The DC equals 10 or half of the damage you take, whichever is higher. You could also forego the save entirely, making it similar to the Half-Orc's relentless endurance trait. Even then, this ability is weak for 15th level. For example, the Warlock Celestial patron's 14th level ability lets the player revive to 1/2 their hit point maximum once when they have to make a death save, dealing 2d8 + cha radiant damage to enemies within 30 ft. I would consider doing something similar, with necrotic damage for this class.
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Posted Jun 4, 2019Level 10 feat is broken: specify there is a choice but nothing in the list.
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Posted Jul 24, 2018Unbalanced for most games.
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Posted May 13, 2018So at 3rd level you get a constant +1 to hit and 1+1d4 bonus to damage with an additional 3 turn long 2d8 damage boosts? On a 6th level character you can action surge and deal an average 54 bonus damage (4 swings, 1d6+2d8+1 per swing). How do you imagine this stacks up against literally any printed Fighter option? Just this, before you get extra profanities or life drain or any of the other crazy stuff in this archetype.
Maybe you did benchmark this against the arcane archer or the battlemaster or something, but if so I'd really like to see those numbers.