Nightgaunt
Blood-drinkers, undead, and other creatures of the night are often feared and hunted, and few stand in their defense; except, of course, the grim and terrible nightgaunt. Tales of the nightgaunt are whispered of in fairy tales, casting them as a things to be feared: hunters of clerics and goodly vampire slayers. Their appearance always presages long nights and great rises in hungry undead.
You felt the calling of the moon bringing you to the graveside of living corpses. Though vampires, zombies, and skeletons are mighty, they are always outnumbered, hunted, and turned by clerics—never given a fair chance to live peacefully. They require an ally among the living to continue their ceaseless lives, and you have risen by moonlight to the task.
Level 3: Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. If you already have darkvision, its range increases by 30 feet. Starting at 13th level, you can see through magical, as well as nonmagical, darkness.
Level 3: Marked for Death
Your mark leaves a shadow of undeath on your target, beckoning it to die. If you deal damage to a creature you have marked with a melee weapon attack and its remaining hit points are lower than the damage you dealt to it with that attack, the marked creature instead drops to 0 hit points.
Level 6: Undead Empathy
You are a friend even to mindless Undead. Whenever an Undead creature targets you with an attack, it must first make a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Constitution modifier). On a failed save, its attack misses and, if its Intelligence is 4 or lower, it becomes friendly to you and your allies for 1 minute.
Level 13: Evasion
You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Level 20: Gravelord
You can use your action to invite the necromantic energies of true undeath into your body, divorcing yourself from life for 1 minute and gaining the following benefits:
- You are immune to poison damage and you can’t be poisoned.
- You can use your Undying feature up to three times, instead of once, and you regain all expended uses when finish a long rest.
- Once per turn, when you deal damage to a hostile creature with a melee weapon attack, you can deal an extra 4d6 necrotic damage and gain temporary hit points equal to the necrotic damage dealt, which last until the start of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.


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