Ranger
Base Class: Ranger

Gravekeepers are guardians of the dead, who work to hunt down and punish necromancers, graverobbers and others who disturb the dead’s final resting places. They also serve as guides to spirits that still linger in the realms of the living, travelling to far-off haunted places to bring peace to their undead inhabitants.

Haunting Grounds

Beginning at 3rd level when you choose this archetype, you can conjure ghostly images of places where the souls of the dead still linger, allowing you to tap into their strength. As a bonus action, you can conjure the spectral image of a haunted area, such as an old graveyard or the room of an abandoned mansion, that fits in a 20-foot cube at a spot within 30 feet of you, which lasts for up to 10 minutes. While active, you gain the following features while within the area:

  • All of your weapon attacks deal an additional 1d6 necrotic damage, provided the attack’s target is also within the area created by your Haunting Grounds feature.
  • You have advantage on Dexterity (Stealth) checks.
  • As an action, you can force one creature of your choice within the area to make a Wisdom saving throw. On a failed save, the creature is frightened of you for up to 1 minute. A frightened creature can reroll its saving throw at the end of each of its turns, ending the condition on a success.

The area of your Haunting Grounds increases to a 30-foot cube at 7th level, and a 40-foot cube at 15th level.

You can use this feature once per short rest.

Gravekeeper Magic

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

Gravekeeper Spells

Ranger Level Spell
3rd false life
5th invisibility
9th speak with dead
13th blight
17th hallow

Spectral Steps

At 7th level, you can traverse the bounds of your Haunting Grounds like a ghastly spectre. You can move through creatures and objects within the area of your Haunting Grounds feature as if they were difficult terrain. If you end your movement inside of an object or creature, you take 1d10 force damage and are immediately shunted out to the nearest unoccupied space.

Restless Souls

At 11th level, you can command the souls that linger within your Haunting Grounds to return to their corporeal forms. You learn the Animate Dead spell, which counts as a ranger spell for you and doesn’t count against your total number of spells known. While you’re within the area created by your Haunting Grounds feature, you can cast Animate Dead at will, but only as a 3rd level spell. Alternatively, you can cast it using your ranger spell slots as normal.

Haunted Resilience

At 15th level, your connection to the spirits that linger within your Haunting Grounds has permanently altered you. You gain the following features:

  • You are considered immune to the frightened condition.
  • You have resistance to necrotic damage. While you’re within the area created by your Haunting Grounds feature, you’re instead immune to necrotic damage.
  • You have advantage on death saving throws.
Gravekeeper Image

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