Grave Walker (5e Subclass)

Grave Walker

- Fighter sublcass -

Grave Walkers are fighters that meld into the outer planes, gaining the assistance from the souls of great champions throughout history. The practice of becoming a grave walker stems from a close encounter with death, which afterwards leaves them exposed to the influence of the afterlife.

Spooky Fighter

When you choose this archetype at 3rd level, you learn to perform powerful spooky techniques to disable or damage your opponents using your spook factor.

Spooky Techniques. You learn two techniques of your choice, which are detailed under “Spooky Technigues” below. Each use of a technique must be declared before the attack roll is made. You can use only one technique per attack.

You learn an additional technique of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new techniques, you can also replace one techniques you know with a different one.

Spook Factor. You gain a number of spooky points equal to your Charisma modifier (minimum of 1). You regain 1 spooky point each time you roll a 20 on the d20 roll for an attack, or deal a killing blow to a creature of significant threat (DM’s discretion). You regain all expended spooky points after a short or long rest.

Saving Throws. Some of your spooky techniques require your targets to make a saving throw to resist their effects. The saving throw DC is calculated as follows:

  Spooky Technique save DC = 8 + your proficiency bonus + your Charisma modifier

Spooky Techniques

Tier One (3rd level)

-Execution: When your hit streak (has to be at 5 hits on the creature) is at maximum, you may use an action to instantly execute a creature with discernible anatomy of Large or smaller size, as long as it has only one head, and no legendary actions. Make an attack roll. On a hit, the creature must succeed on a Dexterity saving throw with a DC equal to your attack roll or be killed instantly, which consumes your hit streak.

-Impact: Enemies within melee range that are blocked by Twin Soul are knocked back 5 feet and stunned for one turn. If they cannot move at least 5 feet back, they are knocked prone and stunned for one turn.

-Strike from Above: Attacking an unaware enemy of Large size or smaller from above deals 3d6 + 1d6 per grave walker level, barring exceptional Strength, Constitution or Dexterity rules.

-Wraith Swiftness: You can travel over difficult terrain with the assistance of your wraith, costing 1 wraith fire each turn you use your wraith this way. Each time you travel over difficult terrain with your wraith assisting you, you may do so at normal speed and increase your hit streak by 1.

-Detonate: Shooting a flammable substance or fire with Wraith Fire causes it to explode, dealing 8d6 + 1d6 per [Grave walker level/2, min 1].

-Wraith Stun: Releasing a burst of Wraith energy (doesn't consume Wraith Fire) at an enemy concusses them, allowing the Grave Walker and their partnered wraith to spend a turn striking the stunned enemy in rapid succession, hitting the enemy four times each, dealing a quarter of normal damage with each strike, culminating in an stunning blow, opening an enemy up for execution.

-Dominate Beast: By grabbing a beast of large size or smaller's head, the Grave Walker may attempt to dominate it, upon failing a Wisdom saving throw of DC 10 + [Grave Walker Level/2, min 1], the beast is dominated and obeys all commands from the Grave Walker.

-Last Chance: Upon being taking lethal damage, the Grave Walker can roll against a DC 10 + [2 x opponent's attack ability modifier] using their Dexterity ability modifier. Upon success, the Grave Walker recovers one hit point and deals normal attack damage to the opponent. Can only occur twice per long rest. Also applicable to Beasts of Large size or smaller.

-Interrogate: The Grave Walker can spend a turn to delve into an enemy's mind upon the enemy losing a Wisdom Saving Throw, DC 10 + [Grave Walker Lever/2, min 1]


Tier Two (7th level)

-Critical Strikes: Attacks that score 18 or higher on a d20 roll to hit increase the Hit Streak by two as opposed to one. Also applies to Wraith Daggers.

-Lethal Last Chance: Upon scoring 18 or higher during a Last Chance Struggle and succeeding, the opponent takes lethal damage, barring exceptional Strength, Constitution or Dexterity rules. Not applicable to Beasts.

-Wraith Dagger: The Grave Walker can tap into the Wraith's power to throw a homing ethereal dagger dealing 1d4 piercing damage. The dagger will always hit the target, unless blocked by a physical object like a shield or wall, and staggers the enemy back slightly, forfeiting their movement in the next turn. Enemies of medium size and lower will always be staggered, barring exceptional Strength, Constitution or Dexterity rules.

-Brutalize: By sneaking up on an unaware enemy, the Grave Walker can savagely maul the enemy, the screams of which cause all allies of the brutalized enemy in the close proximity to roll a Wisdom saving throw of 10 + [Grave Walker Level/2] or flee in terror. The brutalized enemy takes lethal damage, barring exceptional Constitution rules.

-Shadow Strike: The Grave Walker steps through the Wraith World to a distant enemy, and knocks it down, consuming two Wraith Fire.

-Pin in Place: Shooting an enemy's leg with a Wraith Arrow roots them to the ground for two turns, barring exceptional Strength rules.

-Wraith Flash: When the Hit Streak is charged, the Grave Walker can release the energy in a burst of otherworldly flame, stunning all enemies in a five meter radius and dealing 2d5 fire damage, bypassing fire resistance.

-Stealth Drain: When approaching an enemy from stealth, the Grave Walker can quickly drain the enemy, causing a guaranteed drain, and, upon the enemy failing a first Dexterity Saving Throw of 15+[Grave Walker Dexterity Modifier], the Grave walker can drain the enemy again, leading to a third Dexterity Saving Throw against the same DC. The enemy dies after the third drain, barring exceptional Constitution rules.

-Beast Hunter: Attacking beasts can be countered if the Grave Walker succeeds a Dexterity saving throw of 10+[Beast Dexterity-10]. Countered beasts are stunned, allowing the use of Beast Domination. Allows Lethal Last Chance struggles against beasts of Large size or smaller.


Tier Three (11th level)

-Swift Finisher: Can now perform executions against stunned and knocked down opponents as a bonus action, opponents can still attempt a Dexterity Saving Throw, DC 15 + [Grave Walker Dexterity Modifier].

-Vault Stun: Upon passing an acrobatics roll, DC 10 + [Opponent Dexterity Modifier], the Grave Walker can vault over an enemy and blast them with Wraith energy, leaving the enemy open to a flurry attack as per Wraith Stun.

-Brace of Daggers: Three Wraith Daggers can now be thrown in the same action. Deals 1d4+2 damage each to fleeing enemies.

-Shoulder Charge: The Grave Walker boosts their speed and strength with the Wraith's power to bash into an enemy after charging them, damaging shields, dealing 1d4 impact damage and knocking enemies down.

-Lethal Shadow Strike: Shadow Strike can now be used to instantly kill enemies, for the same Wraith Fire cost as Shadow Strike (Two).

-Wraith Blast: The heads of victims of fatal Drains and Flurry attacks explode, causing all allies of the victim in the close proximity to roll a Wisdom saving throw of 10 + [Grave Walker Level/2] or flee in terror.

-Combat Drain: When the Hit Streak is charged, the Grave Walker may perform a drain as a normal attack, instead of forfeiting the next turn.

-Beast Master: The Grave Walker can attempt to dominate stunned Huge creatures, same Intelligence Saving Roll as Dominate Beast applies.


Tier Four (15th level)

-Blade Master: Hit Streak charge is reduced from five to three, damage bonus increases to two per counter, [1=+1,2=+3,3=+5] to the same maximum as before [5]. This affects all abilities that use hit streak charge.

-Resilience: Can now take one hit per streak without disrupting the Hit Streak.

-Fire Arrow: When the Hit Streak is charged, the Grave Walker can unleash a flaming ethereal arrow, dealing 2d10 fire damage, ignoring fire resistance. Explosions caused by Fire Arrows are twice the size of normal ones, and deal lethal damage to anything of large size or smaller.

-Wraith Finisher: Upgrades Wraith Stun to cause all enemies in a cone behind your target to be stunned as well. Cone size starts at 3 meters and increases by a 1/2 meter per point in the Hit Streak, to a maximum of 10 meters.

-Brand: All Drains now Brand the target, the target must succeed a Wisdom Saving Throw of 10 + [Grave Walker Level/2] to avoid becoming a slave to the Grave Walker, and take 10d8 on passing the Saving Throw.

-Shadow Mount: Instantly teleport atop a beast of Gargantuan size or smaller, allowing the Grave Walker to attempt Domination without having to stun the Beast first. Same DC applies, costs two Wraith Fire to use. Allows the domination of Gargantuan size beasts.


Tier Five (18th level)

-Double Critical Strikes: Critical strikes now apply to all hits rolled above 15, and hits on 19 and 20 now instantly gain three Hit Streak charges.

-Flame of Vengeance: Melee attacks with the Hit Streak at or above three now deal double weapon damage, in addition to the +5.

-Double Charge: When the Hit Streak is charged (at max) the Grave Walker can now use two abilities that drain it. (Execution, Combat Drain, Fire Arrow, etc.)

-Shadow Strike Chain: The Grave Walker seamlessly pounces through the Wraith World, killing multiple enemies in rapid succession. Each Shadow Strike still consumes two Wraith Fire.

-Quick Draw: The Grave Walker can now rapidly fire their bow, allowing two shots in one action.

-Wraith Burn: The Grave Walker can now use a charged Hit Streak to devastate the surrounding area (10 meters), instantly killing any knocked down or stunned enemies and setting others alight for 3d10 fire damage, ignoring fire resistance. Enemies caught in the effect and not killed must pass a Wisdom Saving Throw, DC 15 + {Grave Walker Level/4] or flee in terror.

-Dispatch: The Grave Walker decides that his minion's time has passed, and instantly kills whichever minions he desires. picking dispatch grants release at no charge

-Release: the gravewalker decides that his minion has served long enough, and safely releases them from service. minion keeps all strength gained under the gravewalker, but loses memory of service. enough magic remains so the minion is friendly towards you,without knowing how or why they know you.


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