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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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