Base Class: Ranger
Determined to maintain the natural cycle of life and death, Gravekeepers are wardens of the dead and hunters of those who would use or manipulate them. Through communing with the waylaid spirits of the fallen, these rangers find guidance and strength to prevent the corruption of the departed, grant them peace and bring vengeance down upon their tormentors.
Grim Lore
Beginning at 3rd level when you choose this archetype, you possess intricate knowledge of death and undeath. You gain proficiency in the Wisdom (Medicine) skill and have advantage on Wisdom (Medicine) checks to determine the cause of death of a corpse. Moreover, you also have advantage on Intelligence (Arcana) checks made to determine the effect or spell that caused a creature you can see to become undead, if any.
Severing Strike
At 3rd level, you can imbue your attacks with spectral energy that weakens the very soul of your enemies. Once per turn when you hit a creature with a weapon attack, you can choose to deal 1d6 extra force damage to it. If the target is an undead, it instead takes 1d10 extra force damage. After dealing damage to a creature with this feature, it cannot regain hit points until the beginning of your next turn.
Gravekeeper Magic
Also at 3rd level, you learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Gravekeeper Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Gravekeeper Spells
| Ranger Level | Spell |
|---|---|
| 3rd | detect evil and good |
| 5th | gentle repose |
| 9th | speak with dead |
| 13th | death ward |
| 17th | hallow |
Spectral Refuge
At 7th level, your connection to the spirits of the departed enhances your vitality and allows you to shield your allies from death. You are immune to disease and cannot be raised or turned into an undead. In addition, when a creature you can see within 60 feet of you is reduced to 0 hit points, you can use your reaction to grant it a number of temporary hit points equal to your ranger level plus your Wisdom modifier. While the target has these temporary hit points, it has advantage on death saving throws and cannot fail death saving throws by taking damage, even if the damage exceeds the number of temporary hit points the target has remaining.
Deathly Embrace
At 11th level, you are adept at sending wounded foes to the brink of death. Attack rolls you make against creatures who are currently below their hit point maximum score critical hits on a 19-20. If the target is an undead, you instead score critical hits on an 18-20.
Grave Sentinel
At 15th level, the spirits that surround you shield you from harm and warn you of danger. You gain the following benefits:
- You cannot be surprised and are immune to having your hit point maximum lowered.
- You gain resistance to force damage and necrotic damage.
- When you are reduced to 0 hit points, you automatically gain the benefits of your Spectral Refuge feature.
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