GRAVE TYRANT CLASS

GRAVE TYRANT CLASS

A young man donned in half plate weaves a shield out of bones to block an incoming attack, using his free hand to swing their morningstar at the snarling gnoll's skull.

A Tiefling commands a number of skeletons to attack, rapidly overwhelming the bandits as she raises their fallen comrades to fight for her.

An Elf in scale mail nimbly dodges the incoming attack of a Hill Giant and places their hands upon the ground, turning the feet below the giant into a terrain of sharp bony spikes that knock the giant prone.

All of these characters are well affiliated with the art of Necromancy, though their hearts impure and their intentions less than desirable. Oathbreakers, necromancers, corrupted battlemages – as Grave Tyrants they command the battlefield with an understanding that, sometimes, your fallen foes are your best resource at dire moments when your own troops run thin.

CONQUERORS OF UNDEATH

Grave Tyrants often consider themselves akin to wrights, reanimating the dead to fight alongside them in battle. However a Grave Tyrant isn't content with sitting on the sidelines and letting their servants do the fighting; they enjoy getting their hands coated in the blood of their enemies, seeing the undead as tools to be exploited than comrades of equal measure. Zombies and skeletons make up their makeshift platoons, as expendable as the lives of the living who stand in their way. They may seek out those who could grant them finer control over their minions such as liches or vampires, offering servitude in exchange for power. However a Grave Tyrant is cautious when dealing with Orcus or his affiliated cults, knowing that the price of power may be not worth the cost of becoming another mindless undead under the Demon Lord's control.

CREATING A GRAVE TYRANT

The path of a Grave Tyrant isn't one for the faint of heart of weak of mind. Only those who show great physical and mental fortitude are capable of being true Grave Tyrants. Typically paladins who are stripped of all divine connection by their oath brothers or necromancers attuned to wearing armor while casting their spells take up this class, however they are not the only reported cases. Think about how you obtained the necessary training for your equipment and how you picked up necromancy. Were you a soldier who dabbled in necromancy while out in the field? Did you go to a war college while practicing your necromancy spells on the wildlife? Did you have a mentor, or did you teach yourself everything you currently know? Do your parents know of your choices?

QUICK BUILD:

You can make a Grave Tyrant quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Strength. Second, choose the Soldier or Outlander background. Third, choose the 1st level spells Magic Missile and Detect Magic.

OPTIONAL RULE: MULTICLASSING

You must have an Intelligence and Strength score of 13 or higher to multiclass in or out of this class.

Proficiencies Gained: If Grave Tyrant isn't your initial class, here are the proficiencies you gain when you take your first level as an Grave Tyrant: Medium Armor, Simple Weapons, Martial Weapons,Smith's Tools

Spell Slots: Add half your levels (rounded up) in the Grave Tyrant class to the appropriate levels from other classes to determine your available spell slots.

Level

Proficiency Bonus

Features

Marrow Points

Spell Slots Per

Level

1st

2nd

3rd

4th

5th 

1st 

+2

Fighting Style

2

2nd

+2

Marrow Forger

2

2

3rd

+2

Subclass Feature

2

3

4th

+2

Ability Score Improvement

2

3

5th

+3

Extra Attack 1

2

4

2

6th

+3

4

4

2

7th 

+3

Subclass Feature

4

4

3

8th

+3

Ability Score Improvement

4

4

3

9th

+4

Undead Thralls

4

4

3

2

10th

+4

Extra Attack 2

6

4

3

2

11th

+4

—-

6

4

3

3

12th 

+4

Ability Score Improvement

6

4

3

3

13th

+5

6

4

3

3

1

14th

+5

Improved Marrow Forger

6

4

3

3

1

15th

+5

Subclass Feature

6

4

3

3

2

16th

+5

Ability Score Improvement

8

4

3

3

2

17th

+6

8

4

3

3

3

1

18th

+6

Subclas Feature

8

4

3

3

3

1

19th

+6

Ability Score Improvement

8

4

3

3

3

2

20th

+6

Bone Warp

10

4

3

3

3

2

CLASS FEATURES:

Hit Dice 

Hit Dice: 1d10 per level

Hit Dice at 1st Level: 10 + Constitution modifier

Hit Dice at Higher Levels: 1d10 (or 6) + Constitution modifier

 Proficiencies 

Armor: All Armor

Weapons: Simple Weapons, Martial Weapons

Tools: Smith's Tools

Saving Throws: Strength, Intelligence

Skills: Choose from Arcana, Intimidation, Survival, History, Insight, and Medicine

Starting Equipment 

A) Chain Mai or  B) Scale Mail

A) Morningstar or B) Longsword  or C) Any Simple Weapon

A) Dungeoneer’s Pack or B) Explorer’s Pack 

  • Arcane Focus

SPELLCASTING

Spell Slots 

The Grave Tyrant table shows how many spell slots you have to cast your spells of 1st Level or higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st level spell Magic Missile and have a 1st Level and a2nd Level Spell Slot available, you can cast Magic Missile using either slot.

 Spells Known of 1st Level and Higher 

You know two 1st level spells of your choice from the Grave Tyrant spell list.

You learn an additional Grave Tyrant spell of your choice at each odd numbered thereafter. Each of these spells must be of a level for which you have available spell slots. For instance when you reach 5th Level in this class, you can learn one new spell of 1st level or 2nd level. 

 Spellcasting Ability 

Intelligence is your Spellcasting ability for your Grave Tyrant spells, since the power of your magic revolves on your ability to remember your researched spells. You can use your Intelligence whenever a spell refers to your Spellcasting ability. In addition, you can use your Intelligence modifier when setting the saving throw DC for a Grave Tyrant spell you cast and when making an attack roll with one.

Spell Attack DC; 8 + Proficiency Bonus + your Intelligence modifier

Spell Attack modifier: Your Proficiency Bonus + your Intelligence modifier

Spellcasting Focus 

You can use an arcane focus as a Spellcasting focus for your Grave Tyrant Spells. Alternatively, if you're proficient with a simple or martial weapon, you can use it as a spellcasting focus for your Grave Tyrant spells.

1st Level: Fighting Style

At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options You can't take a Fighting Style more than once, even if you get to choose again.

Eldritch Soldier: You learn two cantrips from the wizard spell list, and Intelligence is your spellcasting modifier. When you gain a level you can switch cantrips for another on the list.

Defense: While you are wearing armor, you gain a +1 bonus to AC.

Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Interception: When a creature you see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 +your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Superior Technique: You learn one maneuver of your choice from those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) . You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority die when you finish a short or long rest.

2nd Level: Marrow Forger

In battle, you’ve learned how to use your necromantic talent to magically alter your body to create offensive or defensive objects. This is represented as Marrow Points, which allow you to access unique abilities. You have access to the following options at 2nd level:

  • You can expend 1 Marrow Point create a simple weapon with the light property and deals 1d6 slashing, piercing, or bludgeoning damage (your choice).

  • You can expend 2 Marrow Points to create Bone Armor. Bone armor forms around your body, granting you 1d6 temporary hit points. Once these hit points are fully depleted the armor shatters. While not wearing armor your AC is equal to 10 + Dexterity modifier + Intelligence modifier

  • Yo can expend 1 Marrow Point to create a Spine Shield with which you are proficient and grants you +2 to your AC.

 3th Level: Subclass Archetype

At third level you choose an archetype that you decide best emulates the path you seek. The archetypes are Dread Warden and Marrow Knight. The archetype you choose grants you features at 3rd level and again at 7th,15th, and 18th  level.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th  level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choices by 1. As normal, you can't increase an ability score above 20 using this feature

5th Level:: Extra Attack 1

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 10th level in this class.

9th Level: Advanced Skeleton Crafting

At 9th level you've learned how to create skeletons out of your own body. By expending 1 Marrow Point you can eject and plant a bone fragment, which instantly grows to a skeleton. You can have a total number of skeletons equal to your spell casting modifier. These skeletons are permanently bound to you until one reaches 0 hit points, meaning you do not need to cast “Animate Dead” to maintain control over them as they are linked to your affinity towards Necromancy.

You also learn how to craft new and various skeletal servants, increasing in strength at 15th and 20th Level. Small and Medium undead have a number of hit points equal to your spellcasting modifier + 2 times your class level. Large and Huge undead have a number of hit points equal to your spellcasting modifier + 5 times your class level. You gain the following benefits: 

  • At 9th Level, you can create a Skeletal Kobold, or a Skeletal Spider at the cost of 1 Marrow Point, or a Skeleton or Warhorse Skeleton at the cost of 2 Marrow Points

  • At 15th Level, you can create a Minotaur Skeleton or a Skeletal Ogre at the cost of 5 Marrow Points

  • At 20th Level you can create a Skeletal Worm or a Skeletal Giant at the cost of 10 Marrow Points

14th Level:: Improved Marrow Forger

Your expertise in body manipulation allows you to further enhance the equipment you craft. You gain the following benefits:

  • You may create a martial weapon that has the light property and deals 1d8 slashing, piercing, or bludgeoning damage.

  • Bone armor now grants 2d6 temporary hit points, and can be triggered to explode toward a single target within 5 feet. The target must succeed on a Dexterity saving throw or take 1d6 piercing damage and is knocked prone.

  • Your Spine Shield grants +5 AC

Lv 20: Bone Warp

Your mastery of manipulating your bones has granted you the ability to temporarily transform yourself into a creature by expending all of your Marrow Points (minimum of 6 must be available, otherwise this feature fails). You select either Skeletal Colossus or Bone Dragon and gain the following Benefits:

  • Your size becomes large and you gain resistance to non-magical slashing, piercing, or bludgeoning damage

  • Your unarmed attacks deal 2d8 Slashing damage

  • Your AC becomes 20 and can not be lowered

  • Bone Dragon: Your body morphs into a dragon composed of bones of various sizes. You gain a flight speed of 30 ft  and a necrotic breath attack (15 ft cone) that can hit two targets. Make an attack roll and deals 2d10 necrotic damage on a successful hit.

  • Skeletal Colossus: Your body morphs into a humanoid skeletal creature. You gain a climbing speed of 30 ft and a melee attack that can strike 10 ft away and can hit up to two targets. Make an attack roll and deals 2d10 piercing damage on a successful hit

This transformation lasts until the end of your next turn, and you gain one point of exhaustion. This feature can not be used again until you finish a long rest.

PATH OF TYRANNY 

 

Dread Warden 

Keeping those who are alongside you safe while destroying any who oppose you, the Dread Warden focuses on physical might and area of effect to force their foes into submission.

3rd Level: Wall Of Remains

You can expend 1 Marrow Point to create a partial wall of skeletal remains, granting you and 1 + Intelligence Modifier allies half-cover. This cover lasts until the end of your next turn or you dismiss it as an action.

7th Level: Necrotic Talons

Necrotic energy forms as bony talons around your fingers when you make an unarmed attack, dealing 1d6 slashing damage. You can expend 2 Marrow Points to deal an additional 1d4 necrotic damage when you use an unarmed attack.

15th Level: Grave Field

By expending 4 Marrow Points you place your hands on the ground and turn a 10 ft cube into difficult terrain up until the end of your next turn. You and 1 + your Intelligence modifier you choose gain immunity to this effect. A creature that ends is turn in the cube takes 1d4 piercing damage and must make a Dexterity throw or is knocked prone.

18th Level: Siphoning Grasp

When you are at half health or lower, you can spent 3 Marrow Points to attempt to grapple a creature within 5 ft. The target must succeed on a Strength saving throw or be grappled and take 2d10 necrotic damage. You regain hit points equal to the dealt damage.

Marrow Knight 

The Marrow Knight empathizes on their Marrow Forger feature, manipulating their bones beyond the scope of what most would believe magically possible. Their mastery of their body allows them to adapt to constantly changing situations on the fly.

3rd Leve:  Spindril Whip

You can expend 1 Marrow Points to create a spine whip around your hand then lash out at a target within 10 ft. Make an attack roll and on a successful hit deals 1d6 piercing damage.

7th Level: Bone Shards

By expending 2 Marrow Points you grow Bone Shards along your upper arms, which can be launched toward up to two targets. Targets must make a Dexterity saving throw or take 1d4 piercing damage.

15th Level::Conduit Cadavers

Your reanimated undead can be used as a conduit for your Marrow Forger feature, at the cost of 1 extra Marrow Point for the chosen option. You can choose one reanimated undead within 30 feet as a conduit for your Marrow Forger feature. Alternatively, you may choose a willing creature within 30 feet to gain the chosen benefits instead.

18th Level: Marrow Lord

When are under the effect of Marrow Forger, you gain the following benefits:

  • Your Marrow Forged weapons deal 2d8 slashing, piercing, or bludgeoning damage, and you can wield two Marrow Forged weapons at the same time

  • Bone armor grants 13 AC + Proficiency Bonus + Intelligence Modifier

GRAVE TYRANT SPELL LIST

1st Level Spells 

Magic Missile

Acid Spray

Alarm

Chromatic Orb

Disguise Self

Expeditious Retreat

Feather Fall

Protection From Evil & Good

Tasha’s Caustic Brew (Tasha’s Cauldron Of Everything)

Cause Fear (Xanathar's Guide To Everything)

Detect Magic

False Life

Fog Cloud

Ray of Sickness

Shield

Sleep

2nd Level Spells 

Alter Self

Darvision

Darkness

Flaming Sphere

Hold Person

Magic Weapon

Melf's Acid Arrow

Misty Step

Ray of Enfeeblement 

Scorching Ray

Phantasmal Force

Web

Shadow Blade (Xanathar's Guide To Everything)

Tasha's Mind Whip (Tasha's Cauldron of Everything)

3rd Level Spells 

Animate Dead

Counterspell

Dispel Magic

Lighting Bolt

Fireball

Feign Death

Glyph Of Warding

Nondetection

Phantom Steed

Vampiric Touch

Spirit Shroud (Tasha's Cauldron of Everything)

Summon Undead (Tasha's Cauldron of Everything)

Summon Lesser Demon (Xanathar's Guide To Everything)

4th Level Spells 

Banishment

Dimension Door

Evard's Black Tentacles

Ice Storm

Leomund's Secret Chest

Mordekanien's Private Sanctum

Otiluke's Resilient Sphere

Phantasmal Killer

Summon Greater Demon (Xanathar's Guide To Everything)

Storm Sphere (Xanathar's Guide To Everything)

Vitriolic Sphere (Xanathar's Guide To Everything)

5th Level Spells

Cloud Kill

Cone of Cold

Hold Monster

Passwall

Rary's Telepathic Bond

Dominate Person

Danse Macabre (Xanathar's Guide To Everything)

Far Step (Xanathar's Guide to Everything)

Enervation (Xanathar's Guide To Everything)

Immolation (Xanathar's Guide To Everything)

Steel Wing Strike (Xanathar's Guide To Everything)

GRAVE TYRANT HOMEBREWED MONSTERS*

(* Please refer to the 9th-level Feature “Advanced Skeleton Crafting” for the amount of hit points your creations will have upon creation.)

Skeletal Kobold

Small Undead (kobold), Lawful Evil

Armor Class: 12

Hit Points:—*

Speed: 30 ft

===============

STR: 7 (-2)

DEX: 14 (+2)

CON: 9 (+1)

INT: 6 (-2)

WIS 8 (-1)

CHA: 5 (-3)

===============

Vulnerabilities: Bludgeoning

Damage Immunities: Poison

Condition Immunities: Exhaustion, Poisoned

Senses: Darkvision 60 ft., passive Perception 9

Language: Can't speak But Understands Common

Challenge: 1/8

Proficiency Bonus: +2

================

Actions

Dagger: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage

Skeletal Spider

Small Undead, Lawful Evil

Armor Class: 12

Hit Points:—*

Speed: 20 ft,climb 20 ft

===============

STR: 6 (-4)

DEX: 14 (+2)

CONS: 8 (+2)

INT: 6 (-5)

WIS: 10 (+0)

CHA: 2 (-4)

=================

Skills: Stealth +4

Senses: Darkvision 30 ft., Passive Perception 10

Vulnerabilities: Bludgeoning

Damage Immunities: Poison

Condition Immunities:Exhausted, Poisoned

Languages: Can't Speak But Understands Common

Challenge: ?

Proficiency Bonus: +2

==============

Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check

Web Sense: When in contact with a web, the spider knows the exact location of any other creature in contact with the same web

Web Walker: The spider ignores movement restrictions caused by webbing.

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4) piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage

Web (Charge 5-6) Ranged Weapon Attack: +5 to hit, range 30/30 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 9 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10, hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)

Skeletal Ogre

Large undead, Lawful Evil

Armor Class: 12

Hit Points:—*

Speed: 40 Ft.

=============

STR 19 (+4)

DEX: 8 (-2)

CONS: 16 (+2)

INT: 5 (-3)

WIS: 6 (-4)

CHA: 6 (-5)

=========

Senses: Darkvision 60 ft., Passive Perception 8

Vulnerabilities: Bludgeoning

Damage Immunities: Poison

Condition Immunities: Exhaustion, Poisoned

Languages: Can't Speak But Understands Common

Challenge: 2

Proficiency Bonus: + 2

===================

Actions

Greatclub: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage

Javelin: Melee or Ranged Weapon Attack, reach 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage

Skeletal Worm

Huge Undead, Lawful Evil

Armor Class: 13

Hit Points:—* 

Speed: 40 ft., Burrow 40 ft.

==============

STR: 18 (+4)

DEX: 8 (-2)

CONS: 19 (+4)

INT: 6 (-5)

WIS: 8 (-1)

CHA: 6 (-5)

====================

Senses: Darkvision 60 ft., Tremorsense 30 ft., Passive Perception 9

Vulnerabilities: Bludgeoning

Damage Immunities: Poison

Condition Immunities: Exhaustion, Poisoned

Languages: Can't Speak But Understands Common

Challenge: 5

===================

Tunneler: The worm  can burrow through solid rock at half its burrow speed and leaves a 10-foot diameter tunnel in its wake.

===================

Actions:

Multiattack: The worm makes two attacks: two with its bite attack.

Bite: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (2d6 + 4) piercing damage

Skeletal Giant

Huge Undead, Lawful Evil

Armor Class: 13

Hit Points:—*

Speed: 40 ft

=============

STR: 21 (+5)

DEX 8 (-2)

CONS: 19 (+4)

INT: 6 (-5)

WIS: 9 (-2)

CHA: 6 (-5)

================

Senses: Darkvision 60 Ft, Passive Perception 9

Vulnerabilities: Bludgeoning 

Damage Immunities: Poison

Condition Immunities: Exhaustion, Poisoned

Languages:Can’t Speak But Understands Common

Challenge: 5

===============

Actions

Multiattack: The giant makes two greatclub attacks

Greatclub: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (3d8 + 5) bludgeoning damage

Rock: Ranged Weapon Attack: +8 to hit, reach 60/240 ft., one target. Hit: (3d10 +5 ) bludgeoning damage

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