Grave Wal ker- Ranger Conclave
Grave Walkers do not fear the darkness surrounding death, they instead embrace it. Experiencing death first hand, a deal is established with an entity within their brief time in the afterlife and in return, they are brought back to the material plane. Grave Walkers ignite with a new found sense of willpower, which acts as fuel to their revivals thereafter. With an array of dark gifts at their disposal, their path of vengeance is within sight.
Grave Walker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Grave Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Grave Walker Spells
Face of Death
At 3rd level, your deathly appearance manifests and strikes fear to those exposed to it. As an action, choose a creature you can see within 60 feet that can see or hear you. The target must make a Wisdom saving throw against your spellcasting save DC, or be frightened of you for 1 minute.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours. This has no effect on undead or constructs.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.
At 3rd level, you cling to life with every fibre of your being. When you are reduced to 0 Hit Points, but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
From Beyond the Grave
By 7th level, beings from beyond the grave attempt to keep you bound to the material plane. You gain a permanent bonus to all death saving throws, with the bonus being equal to half of your proficiency bonus (rounded down). Additionally, you are immune to being frightened.
At 11th level, you harness the darkness within you, unleashing it to devastate your foes. When you hit a creature with a weapon attack you can use your bonus action to deal an additional 2d8 Necrotic damage and the targeted creature is vulnerable to Necrotic damage dealt by you until the end of your next turn. This vulnerability has no effect on creatures resistant or immune to necrotic damage.
When you reach 15th level in this class, the extra damage increases to 3d8.
You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Starting at 15th level, you infuse the forces of death to your attacks. When you hit a creature with a weapon attack, you can choose to deal an extra 2d8 damage to the target. This damage can be either the standard damage of the weapon or you can choose to change the damage type to necrotic.
> ## Grave Walker
>*Medium humanoid (any race), any alignment*
> – **Armor Class** 16 (studded leather)
> – **Hit Points** 52 (8d8 + 16)
> – **Speed** 30 ft.
>|12 (+1)|18 (+4)|14 (+2)|8 (-1)|16 (+3)|10 (+0)|
> – **Saving Throws** Dex +6, Wis +5
> – **Skills** Acrobatics +6, Perception +5, Survival +5
> – **Damage Resistances** necrotic
> – **Senses** passive Perception 15
> – **Languages** any two languages
> – **Challenge** 4 (1,100 XP)
> ***Spellcasting.*** The grave walker is a 4th level spellcaster. It's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following ranger spells prepared:
>1st level (3 slots): *cure wounds, ensnaring strike, false life, hunter's mark*
> ***Unnatural Resilience (1/day).*** If the grave walker is reduced to 0 hit points, they can drop to 1 hit point instead.
> ### Actions
> ***Multiattack.*** The grave walker makes two attacks with its longbow or its shortsword.
> ***Shortsword.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) piercing damage.
> ***Longbow.*** *Ranged Weapon Attack:* +8 to hit, range 150/600 ft., one target. *Hit:* 8 (1d8 + 4)
>***Face of Death (3/day).*** The grave walker's deathly appearance manifests and strikes fear to those exposed to it. Each enemy within 60 feet of the grave walker must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the grave walker’s Face of Death for the next 24 hours. This has no effect on undead or constructs.
Written and Published by Joe Moody (8%)
Edited and Proofread by Alex Dennis (7%)
Art by Erin Z.Anderson (25%)
Layout Design by William Lawler (10%)