Base Class: Ranger
The Gravemarcher has learned to walk the fine line between life and death and to manipulate the forces of the grave to harm others and protect their allies. You become that ever-present warrior of necrotic power during battles, as you push your foes to their inescapable future shared by all living beings.
Gravemarcher Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
3rd - Chill Touch, Bane
5th - Blindness/Deafness
9th - Speak With Dead
13th - Death Ward
17h - Raise Dead
Facade of the Reaper
When you reach 3rd level in this class, you can focus your energy to borrow energy from the dead and empower yourself. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:
- You have resistance to necrotic damage and are immune to effects that would stop you from recovering hit points, like the chill touch spell
- Once per turn when you hit a creature with an attack, they take an extra 1d4 necrotic damage
- The first creature you attack during your turn has its life force tethered to yours. If it recovers any number of hit points, you gain temporary hit points equal to your level in this class. Additionally, until the start of your next turn, that creature cannot use its reaction to make opportunity attacks
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Deathweaver
At 7th level, you learn to manipulate your life force and the one of those around you. When a creature casts a spell or use any effect that involves a saving throw and that would target you and other creatures at the same time (for example, the bane spell) or if you and at least one other creature is in the area of a spell or other effect that would harm you (for example, the fireball spell), you can use your reaction to do one of the following:
- You gain advantage on your saving throw
- Any other creatures you choose that are targeted or in the area of effect except for yourself gain advantage on their saving throw
Also, when you reach this level, the extra necrotic damage of your attacks made while in your Facade of the Reaper becomes 1d6.
The Grave is no Bar to My Call
When you reach 11th level in this class, you become able to use the spirit of the dead in combat and empower yourself and those around you. You learn the spirit guardians spell and can cast it once per long rest without expending a spell slot. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. When you cast this spell, it can only deal necrotic damage and you can choose one of the following options to empower its casting:
- Warring Spirits: While concentrating on this spell, you have advantage on all attacks you make against creatures inside the area of effect of the spell and on any Constitution saving throw you make
- Unyielding Spirits: The spell doesn't require concentration, but its duration becomes 1 minute for that casting.
- Unescapable Spirits: The area of effect of this spell becomes 30ft, instead of its original 15ft
- Shielding Spirits: While concentrating on this spell, you and any creature you choose that enters its area have half cover and can use its reaction as a result of taking damage to reduce that instance of damage by 1d10 + your Wisdom Modifier
When you cast this spell, the spirits don’t look angelic, fey or fiendish. Instead, they look like ghosts and phantoms of the dead.
Living House of the Dead
When you reach 15th level in this class, you become a personification of death itself. When you use your Facade of the Reaper feature, it gains the following benefits:
- The extra necrotic damage becomes 2d6
- When you make a damage roll, you treat immunity to necrotic damage as resistance to it
- If you aren’t unconscious when you start your turn, you regain a number of hit points equal to your proficiency bonus
- The first creature you hit with an attack during your turn is marked to death. You choose if the first attack roll made against it after the ending of your turn has advantage or if it has disadvantage on the first saving throw it makes after the ending of your turn. Either way, this marking ends when you start your next turn
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