Fighter
Base Class: Fighter

To be a fighter is to truly know the art of combat and to strike with deadly skill. Many skilled warriors will go to drastic means to improve their martial prowess, but few go through such drastic measures as the Wraiths, who look to find an edge in battle from the veil of death itself. Vanishing into thin air, only to reappear to strike a fatal blow, a Wraith is a terrifying force of death on a battlefield that few can match, and even fewer are lucky enough to see.

Spectral Being

At 3rd level, your body is fundamentally changed by your close encounter with death, allowing you an unnatural resilience like that of restless spirit. You have advantage on death saving throws. When you use your action surge, you gain resistance to nonmagical bludgeoning, piercing, or slashing damage until the end of your next turn.

Ghost in the Night

At 3rd level, you learn to briefly tread the veil of death to disappear from the eyes of your enemies. You may turn yourself invisible as a bonus action. When you do so, you may immediately move up to half of your movement speed in a straight line in any direction without provoking opportunity attacks. for a number of rounds equal to your proficiency bonus, or until you make an attack or cast a spell.

You may use this feature a number of times equal to your proficiency bonus. You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of this feature whenever you take a short or long rest.

Feed the Void

At 7th level, you can channel your own life force to enhance your strikes so that you not only damage your enemies bodies, but to strike at their souls. At the start of your turn, you may roll a d6. If you do so, you take necrotic damage equal to the amount rolled, and every weapon attack you make on your turn deals additional necrotic damage equal to the amount rolled. A creature that takes this additional necrotic damage has its hit point maximum reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target takes a long rest. A creature dies if its hit point maximum is reduced to 0 in this way. If you are invisible at the start of your turn, you may roll 2d6 instead.

Step Beyond

At 10th level, the shackles of life have even less purchase on you, allowing you more freedom to walk beyond the veil. You may take a minute to meditate and focus on loosening your mortal tether. If you complete this meditation uninterrupted, you turn yourself invisible. While invisible in this way, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. If you are inside an object when this feature ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved. This lasts for 10 minutes, until you make an attack or cast a spell, or until you lose your concentration (as if you were concentrating on a spell). Once you use this feature, you can't do so again until you finish a long rest.

Flawless Execution

At 10th level, you become able to absorb the life force lost at your hand to fuel your abilities. Whenever you score a critical hit or reduce a creature of significant threat to 0 hit points with a weapon attack, you regain one expended use of your Ghost in the Night feature.

Shade of Death

At 15th level, your deep connection to death allows you to escape its inevitable grasp in moments of desperation.

When you would drop to 0 hit points, you may use your reaction to drop to a number of hit points equal to 1d10 + your fighter level instead, and remove any conditions and other effects applied to you. When you do so you become invisible for the next minute, and may move up to half of your movement speed in a straight line in any direction without provoking opportunity attacks. If you attack or cast a spell while invisible in this way, you cease being invisible at the beginning of the next turn.

When you use this ability, you leave behind an illusory duplicate of your corpse where you were reduced to 0 hit points. The illusion has appropriate mass, and is fully indistinguishable from a real corpse. To discern that the corpse is fake, a creature must use an action to make an Intelligence (investigation) or Wisdom ([Tooltip Not Found]) check against your armor class. The illusory corpse lasts for 1 minute or until you turn visible, upon which the illusion dissipates into harmless mist.

Once you use this feature, you cannot do so again until you finish 1d4 long rests.

Wraithborn

At 18th level, your connection to the mortal coil is so thin that you can not only walk beyond the veil, but fight from it. Attacking does not cause spells and effects that cause you to be invisible to end.