Ranger
Base Class: Ranger

Those who may fit the Grave Warden archetype are much more keenly aware of the border between life and death. Some choose to guard it; others choose to exploit it. Regardless of intention and knowledge, Grave Wardens are capable of quickly subduing the undead and can draw upon the experiences or even the very life essence of the deceased to augment their abilities.

Stygian Artes

At 3rd level, you learn a fighting style that works well against living enemies and excels against the dead. As a bonus action, the next time you hit with a weapon attack this turn, it deals an additional 1d6 damage of your weapon’s type. When you hit an undead creature while using this feature, you ignore any resistances that creature has and deal an additional 1d10 damage of your weapon's type. 

Ferryman's Craft

At 3rd level, you learn of the different abilities and techniques of the Grave Wardens. You may select one of the following abilities:

Corpse Dust

You learn how to craft the rare alchemical substance known as Corpse Dust, known for its ability to hinder the dead and its horribly pungent smell. You may spend 1 hour searching for suitable ingredients, such as fungus and mold spores, to make a number of doses equal to your Wisdom modifier. As a bonus action, you, or a creature you give the dust to, may toss a dose of Corpse Dust at a target. If the target is a creature, it must succeed on a Dexterity saving throw against your spell save DC. On a failed save, the creature may not benefit from the “Incorporeal Movement” trait for 1 minute if they have it. The target does not benefit from concealment or invisibility, and emits a foul odor that mimics the smell of a corpse for the next minute.

Fee for Passage

You learn the Toll the Dead cantrip. However, you cast it with the material cost of 1 gp that is not consumed by the spell.

Whispers of the Dead

You gain the ability to speak with the dead innately. You may cast Speak with Dead twice a day without spending a spell slot or the need for material components. However, you may only ask a number of questions equal to your Wisdom modifier per casting.

Spectral Guidance

At 7th level, you gain the ability to call upon the knowledge and experience of the dead you’ve encountered across the lands. You may use a reaction to add your proficiency modifier to an ability check or saving throw. If you use this feature on a save or check you already have proficiency in, you gain advantage instead. You may use this ability once per short or long rest.

Favor of the Dead

At 11th level, you gain the favor of the spirits of the dead you’ve sent onwards, teaching you ways to access their supernatural abilities. You may choose one of the following abilities: 

Death Pact

You call the willing spirits of the dead to fight by your side. As a bonus action, you may summon an undead creature of a challenge rating up to half your Wisdom modifier (rounded up). The creature is summoned within 5 feet of you and acts on your turn under your control. The creature disintegrates after 4 hours. You can use this feature once per long rest. 

Phantom Step

You learn how to become intangible to the world around you as you move. When you move, you may choose to use this feature. If you do, you take 1d8 cold damage that cannot be prevented or reduced, but you become slightly ethereal until the end of your turn and can move through other creatures and objects (including walls) using twice your speed. If you are knocked unconscious while within another creature or object, you are moved to the nearest available space. If you end your turn within another creature or object, you take 1d10 force damage and are moved to the nearest available space.

Possessed Fervor

Your attacks have a frenetic energy as if you’re being possessed. When you make an attack, you may choose to use this feature. If you do, you take 1d8 psychic damage that you cannot be prevented or reduced, but for the rest of the turn, you ignore cover on attacks you make and reroll all 1s on damage rolls but you must take the second result.

Savvy Undertaker

At 11th level, you further hone your core skills as a Grave Warden, pushing beyond your previous limits. You may choose one of the following options.

Ferryman Prodigy

You easily grasp the core capabilities of a Grave Warden. You learn another option from the *Ferryman's Craft* feature. You may switch options during a short or long rest.

Stygian Slayer

You refine your Stygian Artes to a point worthy of praise and admiration of warriors and dilettantes alike. Your additional damage becomes 2d6 of your weapon type, and the additional 1d10 damage against undead creatures becomes an additional 1d12 damage.

Passage is for the Dead

Beginning at 15th level, as one who guards the border between life and death, you also learn how to keep the living from crossing. Choose one of the following features:

Inherited Life

Willing souls of the dead offer the remnants of their lifeforce to use as necessary. As a bonus action, you allow a friendly creature within 30 feet to spend one hit die and regain hit points equal to the amount rolled. Additionally, that creature gains temporary hit points equal to your Ranger level. You may use this feature a number of times equal to your Wisdom modifier per long rest.

Return Trip

Only a select few Grave Wardens choose to manipulate the border to uphold their task because of the strain it exerts on mind and body. When you are reduced to 0 hitpoints, you may choose instead to suffer 1 point of exhaustion and lose 1 gp to the ethereal plane. If you do, you spend a number of hit dice up to your Wisdom modifier and regain the amount rolled + your Ranger level.

Warding Charm

You learn of an old charm used by Grave Wardens of yore to protect themselves and allies in combat. As a reaction, you may grant a creature within 30 feet of you resistance against all damage types except force and psychic until the end of the current turn. You can use this feature a number of times equal to your Wisdom modifier per short or long rest.

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