Gravewalker Conclave
Gravewalker Magic
Starting at 3rd level, you learn an additional spell when you
reach certain levels in this class, as shown in the
Gravewalker Spells table. The spell counts as a ranger spell
for you, but it doesn't count against the number of ranger
spells you know.
Gravewalker Spells
Ranger Level Spells
3rd protection from evil and good
5th gentle repose
9th speak with dead
13th death ward
17th hallow
Gravedigger
At 3rd level, you can sense the location of any corpse or
remains within 30 feet of you, and by using your action to
touch a corpse you can learn its creature type, as well as how
and when it died.
Soulfire
Starting at 3rd level, you can convert your life's essence into a
weapon. At the start of each of your turns, you can choose to
burn with soul energy until the start of your next turn. During
this time, you shed bright light in a 5-foot radius and dim light
for an additional 10 feet. Creatures other than you that start
their turn within this bright light, or enter it for the first time
on a turn, must succeed on a Charisma saving throw against
your spell save DC or take 1d6 radiant damage.
Alternatively, once before the start of your next turn, you
can deal an extra 1d6 radiant damage when you hit a
creature with a weapon attack. If you do so, the light around
you immediately fades.
Inner Flame
Beginning at 7th level your life force is warded against
corruption, and burns those who would attempt to take it.
You have resistance to necrotic damage, and your maximum
hit points can't be reduced.
Additionally, if a creature would regain hit points as a
result of dealing damage to you, it must succeed on a
Charisma saving throw against your spell save DC or instead
take radiant damage equal to the amount of hit points it
would have regained.
Searing Strike
At 11th level, once per turn when you hit a creature with a
weapon attack, you can have it erupt with a searing glow. The
target, and each creature of your choice within 5 feet of it,
immediately takes 1d6 radiant damage. A creature that takes
any of this damage sheds dim light in a 5-foot radius until the
start of your next turn.
Effulgent
Starting at 15th level, when a creature you can see within 60
feet of you targets you with an attack, you can use your
reaction to attempt to overwhelm its senses. The creature
must avert its gaze from you for the attack (becoming unable
to see you), or be forced to make a Constitution saving throw
against your spell save DC. On a failure, it is blinded until the
end of the current turn.
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