Gravekeeper (5e Class)

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Gravekeeper[edit]

Keeper of Rites[edit]

Gravekeepers are more than just People that dig Graves. They perform burial Ceremonies, craft the Gravestones, care for those left in the living world and those who passed on, and some even communicate with the Dead. Some view Gravekeepers as Necromancers, though they do not usually cast Spells. The Powers a Gravekeeper obtains are usually gained from Spirits of the Dead who thought they might be able to teach their Caretaker something.

Creating a Gravekeeper[edit]

Why did you become a Gravekeeper? Were you maybe a Member of a religious order, or is it practiced in your family?

Quick Build

You can make a Gravekeeper quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom. Second, choose the Hermit background. Third, choose a Shortsword, Scale Mail and a Priest's Pack.

Class Features

As a Gravekeeper you gain the following class features.

Hit Points

Hit Dice: 1d10 per Gravekeeper level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Gravekeeper level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons
Tools: Mason's tools
Saving Throws: Strength, Wisdom
Skills: Choose two from the following: Arcana, history, insight, perception, and religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Gravekeeper

Level Proficiency
Bonus
Features Restless Spirits
1st +2 Handy Tool 0
2nd +2 Restless Spirits 1
3rd +2 Way of the Grave 1
4th +2 Ability Score Improvement 1
5th +3 Procession of the Grave 2
6th +3 Extra Attack 2
7th +3 Way of the Grave Feature 2
8th +3 Ability Score Improvement 2
9th +4 Harbinger of the Dead 3
10th +4 Way of the Grave Feature 3
11th +4 Last Rites 3
12th +4 Ability Score Improvement 3
13th +5 Trapped Souls 4
14th +5 View from the Grave 4
15th +5 Way of the Grave Feature 4
16th +5 Ability Score Improvement 4
17th +6 Endless Service, Eternal Tool 5
18th +6 Way of the Grave Feature 5
19th +6 Ability Score Improvement 5
20th +6 Eternal Dominion 5

Handy Tool[edit]

At 1st level, you learn to infuse the shovel you use to lay the dead to rest with Spirits for 10 Minutes, enhancing it for an Attack.

As an action, you can wield the shovel as a two-handed weapon which deals 1d6 + Strength bludgeoning damage. You are proficient with it while it is enhanced in this way, and regain an amount of hit points equal to half the damage dealt (rounded down) upon hitting a creature. The damage increases by one die step at 11th (1d8) and 15th level (1d10).

If you do not have a shovel, you may use 1 hour to search for material to improvise a shovel with. This improvised Shovel lasts until you finish your next long rest.

You can use this feature an amount of times equal to your proficiency bonus and regain all expended uses upon finishing a long rest.

Restless Spirits[edit]

At 2nd level, you have learned to manifest a portion of the Spirits you infuse into your shovel. As a bonus action, after you hit a living creature with the attack of your Handy Tool, you can summon a number of Restless Spirits depending on your level as shown in the Restless Spirits Table. You can not control more Restless Spirits than you can summon at once. The Restless Spirits follow your verbal command and take their turn immediately after yours. They have an amount of hit points equal to 4 + your Wisdom modifier * your half Gravekeeper level and if given no other orders automatically attack your last target. The Restless Spirits die after 10 minutes. You can use this feature an amount of times equal to your Wisdom modifier, minimum 1, and regain all expended uses upon finishing a short or long rest.

Restless Spirit[edit]

Small undead, true neutral


Armor Class 10
Hit Points 4 + Wisdom Modifier * your Gravekeeper level
Speed 20 feet


STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 8 (-1) 2 (-4) 4 (-3) 1 (-5)

Skills Intimidation +1
Damage Vulnerabilities Piercing
Damage Immunities Necrotic, Poison
Condition Immunities Poisoned
Senses passive Perception 7, Blindsight 40 ft.
Languages
Challenge 1/4 (50 XP)


Leap If a Creature has been hit by the attack from Handy Tool, the Restless Spirit can use its reaction to leap up to 15 ft. to the Creature hit and deals 1d4 extra piercing damage if it hits with a Claw attack.

Actions

Claw. Melee Weapon Attack: your attack modifier, reach 5 ft., one target. Hit: 5 (1d4 + 2) magical slashing damage.




Way of the Grave[edit]

At 3rd level, you choose a Way. Choose between the Grave Ways, detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th and 18th Level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Procession of the Grave[edit]

At 5th level, you have learned to speak to the Dead directly. You can cast speak with dead an amount of times up to your Wisdom Modifier (minimum 1), ignoring the material components and enabling the dead to remember what has happened up to one hour after it died. You regain all expended uses upon finishing a long rest.

Extra Attack[edit]

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Harbinger of the Dead[edit]

At 9th level, you have obtained the ability to manifest a Corporeal Spirit. As an action, you may summon the Corporeal Spirit for 10 minutes in an unoccupied space within 15 feet that you can see. The Spirit shares your Initiative and its turn is immediatly after yours in combat and before any Restless Spirits. You can command the Corporeal Spirit telepathically, no action required. If given no other instructions, the Spirit will attack your last hit Creature. If you did not hit another Creature the Corporeal Spirit attacks the nearest Creature it can sense.

You are immune to the Corporeal Spirits Aura of Fear and can grant any Creature you can see advantage against the save from Aura of Fear. Creatures hit by Life Drain are treated as being hit by the attack from Handy Tool for the Restless Spirits. You can use this feature once and regain all uses upon finishing a long rest.

Corporeal Spirit[edit]

Medium undead, chaotic evil


Armor Class 15 (natural armor)
Hit Points 3d8 + your Wisdom modifier + your proficiency bonus * your Gravekeeper level
Speed 30 ft.


STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 10 (+0) 16 (+3) 11 (+0) 6 (-2)

Saving Throws Intelligence +9
Skills Intimidation +4
Damage Vulnerabilities fire
Damage Resistances bludgeoning, cold
Damage Immunities necrotic, poison
Condition Immunities poisoned
Senses passive Perception 14, blindsight 60 ft. (blind beyond that)
Languages
Challenge 3 (700 XP)


Raising an Army. Creatures killed after being hit by the Corporeal Spirit turn into Restless Spirits under the command of the creator or the Corporeal Spirit. These do not count against the maximum amount of Restless Spirits the creator can control.

Aura of Fear. Creatures, except for Undead and Constructs, that come within 5 feet of the Corporeal Spirit must make a DC 14 Wisdom saving throw. Any creature that fails the save is frightened for 1 minute. A creature frightened in this way can make another Wisdom saving throw at the end of their turn, ending the effect on a success.

Actions

Life Drain. Ranged Weapon Attack: your attack modifier, reach 15 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. If a creature is hit and is not an undead or a construct, the Corporeal Spirit regains hit points equal to 1d4+1.




Last Rites[edit]

At 11th level, you can discern the struggles that keep Spirits, Ghosts and similar Creatures in the world of the living. As an Action, you may attempt to lay the Creature with a CR of up to 3(4 at 15th level, 5 at 18th level) to rest. The Spirit must contest your Religion Check with a Wisdom Saving throw or be immediatly dissipated. Once you use this feature, you must finish a long rest before being able to use it again.

Trapped Souls[edit]

At 13th level, you have learned to manifest a great amount of Spirits into a way that Blocks your enemy. While you are holding a Shovel that is affected by Handy Tool, as an action you can command the Spirits to hinder them from escaping. The Target must make a Dexterity Saving throw against a DC of 8 + your Wisdom Modifier + your Proficiency Modifier. On a failed save, the targets Movement is reduced to 0, they cannot take Reactions and they gain disadvantage on attackrolls against anything that arent the restrains. A Target may free themselves by successfully hitting the restrains (AC 12) 3 times. The Restrains last for 1 minutes or until defeated, you can use this ability a number of times up to your Proficiency Bonus and you regain all expended uses upon finishing a long rest.

The View from the Grave[edit]

At 14th level, you gain the ability to channel Spirits to see Magic. As an Action you can cast detect magic at 1st level, ignoring the Material Requirement. You can use this feature a number of times equal to your Wisdom Modifier and regain all uses upon finishing a long rest. Aditionally you are able to see 60ft. into the ethereal plane.

Endless Service, Eternal Tool[edit]

At 17th level, your Bond with your Tool has become strong enough to transcend Death. As an action you can call forth Spirits from the Afterlife to form your trusted Shovel. It is treated as always under the effect of Handy Tool. Alternatively, you can entrust an existing Shovel to the Afterlife, calling it in the same way and being affected in the same way. A Shovel under the effect of Handy Tool gains +2 to attack and damage rolls.

Eternal Dominion[edit]

At 20th level, your Bond to the World of the Dead has grown so strong that is is impossible to discern you from it. You become a Lich, your Phylactery being an Item you choose when acquiring this feature. Additionally, you can use your Harbinger of the Dead feature an amount of times equal to your Proficiency Bonus, regaining all expended uses upon completing a long rest.

You may also vanish to the Afterlife/ethereal plane when taking a long rest, halving the time required and disappearing from your current plane of existence. You return to your point of entry after finishing the rest.

In Addition, you may use your Restless Spirits feature an unlimited Number of time.

Finally, as a Bonus Action, you can choose one Creature you can see. You and it are being brought to the Afterlife, where any Creature that isn't you takes 2d10 Necrotic damage each turn, in addition to having disadvantage on all rolls. You return when one of you dies, when you will it or after 10 Minutes. You can use this feature a number of times equal to your Wisdom Modifier and regain all expended uses upon finishing a long rest.

Grave Ways[edit]

Way of the Carer[edit]

Way of the Carer Gravekeepers share a mutual understanding with the Dead, seeing them just like other People and interacting with them as such. They call upon the Aid of the Spirits they have laid to rest to help them in Combat.

Spirit of Respite

You call forth a Spirit that soothes those in its surrounding area. As an action, while holding a Shovel that is enhanced with Handy Tool, you may summon a Spirit of Respite in an unoccupied Space you can see. The Spirit has no turn on its own, instead you can move it up to 30 feet as a Bonus action. The Spirit remains for 1 Minute and emits an aura of soothing respite. When you summon the Spirit you may choose a number of Creatures up to your Wisdom Modifier (Minimum 1). If you or any Creature you chose start or end their turn within 15 feet of the Spirit, they regain 1d4 (+ your Profiency Bonus) Hit Points.

If the Spirit is attacked with a Magical Attack, it automatically vanishes, unless the damage type is Necrotic. You can use this feature a number of times equal to your Proficiency Bonus and regain all expended uses upon finishing a long rest.

Minor Spirit

As a Bonus Action, you can summon a Minor Spirit. The Minor Spirit emits Light in a 20 foot radius, and dim light in a 40 feet radius. When you summon the Spirit, you can choose any Creatures you can see; The Light that the Spirit emits only shines for them and you. If the Minor Spirit is attacked, it automatically vanishes. You can command the Minor Spirit telepathically to move up to 30 feet. If the Spirit is further away than 120 feet from you, it vanishes.

Assistance from beyond

While you or any Creature you chose when summoning the Spirit or Respite are within 15 feet of it, you gain advantage on attack rolls and Constitution Saving throws.

Enhanced Spirit

The Spirit of Respite you summon now radiates stronger, increasing every Aura radiating from itself by 5 feet.

Light of Life and Death

As a Bonus Action, you can command the Spirit of Respite to detonate. Evey Creature that you chose (including you) when you summoned the Spirit that is within 20 feet of the Spirit when it explodes is healed for 4d10, and every Creature you did not choose that is within 20 feet of the Spirit takes 4d10 radiant damage. The Spirit vanishes after detonating.

Way of the Taker[edit]

Gravekeepers of the Way of the Taker obtain most of their abilities by rending them from the dead. As such, they are regularly haunted by those Spirits, whose wrath they channel upon others.

Eternal Feud

As a Bonus Action you can channel the wrath of the Spirits from whom you have taken knowledge. Choose a number of Creatures you can see up to your Proficiency Modifier. The Creatures must make a DC (8 + proficiency bonus + wisdom modifier) Wisdom saving throw or be frightened of you for 1 minute. A Creature may reattempt this save at the start of their turn. While a Creature is frightened this way, at the end of their turn they take 1d4(+ your Proficiency Modifier) necrotic damage (This damage is increased to 1d6 at 7th level, 1d8 at 15th and 2d10 at 18th level).

You can use this feature a number of times equal to your Wisdom Modifier (Minimum 1) and regain all expended uses upon finishing a long rest.

Taken Lore

You have acquired a Sense for Dead with useful Knowledge. You regain your uses of Procession of the Grave upon finishing a Short Rest, and in addition may chain the spirit to you for one hour. The Spirit grants you advantage on History, Perception, Insight, Arcana and Religion Checks. If you use the Spirit to gain Advantage on a Check you must make a DC 14 Wisdom Saving throw or be charmed by the Spirit.

Haunting Memories

While a Creature is affected by your Eternal Feud, you and any of your spirits have advantage on attacks against that target. When a Creature affected by Eternal Feud makes a roll, you can use your reaction to roll 1d4 and subtract the rolled Number from the roll of the Creature before the DM announces the number.

Acquaintance of the Grave

Your connection to raging Spirits has honed your capability to withstand Undead. You have Advantage on Wisdom Saving throws, as well as any Saving throws that originate from an Undead Creature.

Convincing Whispers

The Spirits that whisper into your targets Mind have grown a bit more close to you.Creatures that are frightened by your Eternal Feud for at least half the duration get charmed by you for 10 Minutes instead. They will go so far as fight for you, but will flee if they get below 25% of their Hit Points. In addition, you can also choose if targets that are feared by you take Necrotic damage through Eternal Feud.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Gravekeeper class, you must meet these prerequisites: Strength and Wisdom of at least 13.

Proficiencies. When you multiclass into the Gravekeeper class, you gain the following proficiencies: History, Mason's tools, Simple Weapons, light armor

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