Gravewalker (5e Subclass)

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Gravewalker[edit]

Ranger Subclass

You are bonded to a wraith. This wraith is a sentient undead entity that exists only on the ethereal plane. Only you and creatures that can see into the ethereal plane can see or hear them. Wraith choose someone whose goals align with theirs and could be useful for achieving those goals. The wraith usually has the same alignment as the ranger it chooses. Talk to your DM about who this wraith is, what do they want, etc.

Wraith Magic

You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spells
3rd searing smite
5th detect thoughts
9th haste
13th dominate beast
17th dominate person
Bonus Proficiencies

At 3rd level, you gain proficiency in the History (Intelligence) skill. If you already have proficiency in History, you may double it. You also learn one language from your wraith.

Wraith World

Starting at 3rd level, you can see into the ethereal plane for 60 feet.

Elven Speed

Starting at 3rd level, your walking speed increases by 10. In addition, you can use the Dash action without using an action. You can do so a number of times equal to your proficiency bonus, and regain your uses of it after finishing a long rest.

Stealthy

Beginning at 5th level, you have Proficiency in Stealth, or if you already have it, gain Expertise in Stealth In addition, if you atk with a ranged weapon and miss while hiding, it doesnt reveal your hiding spot

Shadow Strike

Starting at 7th level, you can use an action to shadow strike a creature within 60 feet of you. You teleport to an unoccupied space within 5 feet of the target and make a melee weapon attack. If you hit on the melee weapon attack it deals an additional 1d6 force damage.

Improved Shadow Strike

Starting at 11th level, when you take the Attack action, you can forgo one of your attacks to make a shadow strike instead. The extra damage on the attack increases to 2d6.

Brand

Starting at 15th level, when you cast a spell that charms a creature, you can choose to Brand the creature. If you do so the casting time of the spell increases by 1 minute. After you finish casting the spell, it's duration becomes until dispelled. The creature can only retry the saving throw every 10 days.

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