Ranger
Base Class: Ranger

Grave Guardians are a shield that defend mortals against the treat of undead in some parts of the world. Less dependent on gods and more practise than paladins and clerics, they roam the world in search of undead forces that threaten the world.

Grave Warden Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Grave Warden Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Grave Warden Spells
Ranger Level Spells
3rd protection from evil and good
5th branding smite
9th speak with dead
13th aura of life
17th banishing smite

Cold Blood

Starting at 3rd level, you have advantage on Wisdom saving throws against being frightened and Constitution saving throws to maintain concentration on a spell.

Protector of Living

Starting at 3rd level, as a protector of living and doom of undead you learn special tactics against them.

As a bonus action on your turn, you can give your next weapon attack one of following benefits on hit:
Zombie Destroyer - Target's base walking speed decreases by 5/10/15 feet for one round.
Shadow Illuminator - Target takes additional 1d4/2d4/3d4 fire damage and sheds bright light in a 15-foot radius and dim light for an additional 15 feet until the end of your next turn.
Death Stalker - Target takes additional 1d8/2d8/3d8 radiant damage.
Skeleton Wrecker - The attack deals bludgeoning damage instead of a type that it would normally do and target must succeed on Constitution saving throw or become stunned until the end of your next turn (save DC 10/13/16).

The effects strengthen at levels 10 and 18. You can use this feature number of times equal to your Wisdom modifier (minimum 1) before finishing short or long rest.

Proof

Starting at level 7th, due to years spent in crypts and graveyards you adapted to conditions in there immunizing against a lot of moulds and bacteria. You have advantage on Constitution saving throws against diseases and being poisoned.

Additionally, you have advantage on Wisdom (Medicine) and Intelligence (Arcana) checks to deal with diseases and curses caused by undead.

Walk in the Shadows

Starting at 11th level, as an action on your turn, you can magically teleport to Shadowfell. Shadowfell resembles material plane except that everything is distorted, ominous, empty and there is no natural light. Your DM can precise what exactly you encounter in the Plane of Shadows but creatures from material plane and items that were not carried by you don't appear in Shadowfell. While in Plane of Shadows, you don't see what is happening in the material plane and you don't exist within it. You stay in Shadowfell for one minute or until you decide to come back (no action required). You then reappear in the material plane in a place corresponding to the place in Shadowfell, in which you decided to go back. You then have advantage on your first attack (as if you were hidden) before moving or making any reactions, bonus actions or actions other than Attack action.

You can't use this feature again, before finishing short or long rest.

Last Breath

Starting at 15th level, when you are reduced to 0 hit points, portion of holy energy explodes from you. All creatures within 15 feet of you, must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or take 5d10 radiant damage. If the creature is undead, it is then turned for 1 minute on a failed save.

You can't use this ability again before finishing long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
6/10/2020 4:29:35 PM
10
1
--
Coming Soon
6/15/2020 9:52:28 PM
12
2
--
Coming Soon

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes