Fighter
Base Class: Fighter

You were once a warrior. You may have been a master swordsman, you may have been a lowly farmer armed with a pitchfork. What's known for certain is that you're dead. Banished from death, more accurately. You were kidnapped by cultists and executed through ritual sacrifice to act as a host for an ancient and powerful wraith. The wraith, however, rejected its cult, and now resides in you, keeping you alive.

Now, as you once did in life, you can fight again.

Tips: To benefit most from this subclass, I recommend putting a high number of ability points into Wisdom. This version of Wraith Bound does not have options for multiclassing.

Banished from Death

Your body is no longer alive, and as such does not come with the burdens that living bodies have.

You no longer need to eat, drink, or sleep. You no longer age. You are immune to Disease, Exhaustion and Poisoned. 

Due to your binding with the wraith, you cannot die. Upon failing three death saving throws, your body and all your equipment will dissolve into a fine grey dust. At the same site, at next sunset, you will reform along with all your equipment.

At the point you reform, you will be disoriented and confused, having been resurrected again. You will be deafened and all of your Ability Scores will take a penalty of 5 points until thee further sunsets pass. 

One With The Wraith

You are becoming one with the wraith you're bound with. You can feel its energy flowing through you.

You are resistant to Cold damage. You gain Darkvision to 60ft if you do not have it already. If you do, add 60ft to your existing distance.

The Wraith you are bound to is able to telepathically communicate with you. Because it's a part of you, you are unable to block or prevent the telepathic communication. This also means, however, that you may telepathically communicate through the wraith with any creature you can see.

The Wraith's stats are as follows: 

Alignment: Neutral Evil, although may change with DM's discretion. INT 13, WIS 15, CHA 16

Creatures with Truesight will perceive both you and the wraith, who will appear to exist in the same space as you. Those who do must make a Wisdom saving throw of 14 or be frightened of you for 3 minutes.

Spellcasting

The magic connection with the wraith gives you access to magical abilities. Gain the ability to cast spells from the Warlock spell list.

Incorporeal Movement

You harness the power of the wraith and your physical body melts away, allowing movement previously impossible. 

You become incorporeal and travel up to 60ft in any direction. You may move through other creatures and objects as if they were difficult terrain. Take 1d10 force damage if you end your turn inside an object. If you end your turn in another creature, then you and the creature both take 2d6 force damage. If this damage reduces the other creature to 0 HP, the creature will explode.

At Higher Levels: At level 10, if you end your movement in another creature, take 1d6 force damage, and the other creature takes 3d6 force damage. At level 14, if you end your turn in another creature, take 1d4 force damage, and the other creature takes 3d8 force damage. At level 17, if you end your turn in another creature, take no damage, and the other creature takes 3d10 force damage.

Ghostly Interrogation

The wraith gives you the power to infiltrate the mind of other humanoid creatures. This allows you to gain complete and total truthful answers to your questions, as well as terrifying your victim. Gain proficiency in Intimidation and the ability to Interrogate others.

To interrogate another being, you must expend a charge and place your hand on the side of another humanoid creature's face. The creature must make a Wisdom saving throw greater than your Wisdom ability score.

On failure, the creature must answer truthfully any and all question you ask it. You must continue to make contact with the creature's face to keep them under the effect of Interrogation. Additionally, Interrogation behaves the same as a concentration spell. If your concentration is lost, the spell ends.

When you remove your hand from your victim's face, the victim becomes frightened of you for 3 minutes. Upon ending Interrogation, the victim takes 1d6 psychic damage.

Charges replenish after every long rest.

Undead Physiology

As you grow in power, so does the wraith. It's becoming harder to distinguish between the two.

You gain immunity to necrotic and poison damage, and vulnerability to radiant damage and attacks with silvered weapons.

When in darkness, you feel yourself melding into the shadows easily. You have advantage on Stealth rolls while shrouded in darkness.

Sunlight now drains you and enervates your body. You have disadvantage on Perception checks that rely on sight while in direct sunlight.

Call of the Wraith

The wraith begins to take over you. You're beginning to lose sight of who you once were.

At the end of every long rest, make a DC 16 Wisdom saving throw. Upon the first failure, your alignment becomes neutral. Upon the second failure, your alignment becomes neutral evil.

If you have failed this saving throw twice, at the end of any long rest, the DM must roll a percentile die. If the result is below 75 - (your Wisdom Modifier x 10), you become charmed by the Wraith for 5 - Wisdom Modifier hours (minimum of 1). This overrules any immunity to being charmed you may possess.

You can avoid having to make this saving throw or being charmed by the Wraith in two ways: either by never taking long rests or constantly wearing the amulet of any deity associated with life or purity. Should this amulet be lost or destroyed, immediately make the Wisdom saving throw, and continue to make the saving throws at the end of every long rest until you gain another suitable amulet. 

Additionally, should you put on a suitable amulet when your alignment has already made a change, it will immediately be restored to what it was before the change took place, and the Wraith will no longer be able to charm you.

Create Spectre

The wraith becomes a bigger part of you. You gain the ability to create spectres from the corpses of the recently dead.

Target a humanoid within 10 feet of you that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a spectre in the space of its corpse or in the nearest unoccupied space. The spectre is under your control and acts on your initiative roll. You can have no more than 7 spectres under your control at one time.

The spectres exist until they are reduced to 0 HP or until you release them.

At Higher Levels: At level 17, range increases to 20ft and time limit increases to 2 minutes. At level 19, range increases to 30ft and time limit increases to 3 minutes.

Undead Fury

Call upon the Wraith, and unleash its fury on the mortal world. Gain the ability to enter Undead Fury.

As a bonus action, you are able to enter Undead Fury. For one minute, you gain advantage on all melee attack rolls, and inflict an extra 5d10+5 necrotic damage on melee attacks. All ranged attacks you make while in Undead Fury will have disadvantage and the hit die will take an -8 point penalty. 

Additionally, the number of attacks you're able to make on your turn is doubled as the Wraith separates from you and attacks your enemies alongside you. 

Any creature (friendly or otherwise) who witnesses you make an attack during Undead Fury must make a DC 16 + your WIS modifier Wisdom saving throw or be frightened of you for one round. 

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