Deem Leem's bag o' Stuff

Grave Knight

Core Grave Knight Traits
Primary Ability Constitution
Hit Point Die 1d12 per level
Saving Throw Proficiencies Constitution, Wisdom
Skill Proficiencies Choose 2 between Athletics, Arcana, Insight, Intimidation, Medicine, and Survival
Weapon Proficiencies Simple and martial weapons
Tool Proficiencies
Armor Training All armor, Shields
Starting Equipment a light, medium, or heavy suit of armor
(a) a martial weapon and a shield or (b) two martial weapons
(a) five darts or (b) any simple melee weapon
(a) a dungeoneer's pack or (b) a explorer's pack
Alternative starting wealth: 3d4 *10 gp

Lore

Sometimes, when a necromancer raises a paladin, the undead magic mixes with the holy magic in their body to fully call their soul back from the grave. This creates an undead that lingers past the death of the necromancer, free to act upon their own will but robbed of their old power.

Class Features

Bound Blade

Starting at 1st level, you can use a bonus action to summon a magic weapon called a Bound Blade in your empty hand. You can choose the form that this weapon takes each time you create it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. It has the damage and properties of the form you choose, this form must be a simple or martial weapon that you are proficient with.
Your Bound Blade disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform a magic weapon into your Bound Blade by performing a special ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your Bound Blade thereafter. You can't affect an artifact or a sentient weapon in this way.
The weapon ceases being your Bound Blade if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Skeletal Familiar

At 1st level, at the end of a short or long rest, you can raise an undead familiar that loyally serves you. This functions as the find familiar spell, but the familiar is an undead, instead of a fey. You can't have more than one familiar conjured at the same time.

Siphon Strike

At 2nd level, by reversing the flow of energy through your blade, you can steal the life force from an enemy. When you hit a creature with your Bound Blade, you can use your bonus action to cause necrotic damage, instead of the normal damage. When you do so, you regain a number of temporary hit points equal to the necrotic damage caused. temporary hit points gained this way stack with all other temporary hit points.

You may use this ability a number of times equal to your proficiency bonus. You regain uses of this ability at the end of a long rest.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

  • 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.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Undying Constitution

    At 3rd level, the necrotic magic flowing through you makes you immune to disease.
    At 6th level, you are proficient with death-saving throws.
    At 10th level, when you are stabilized or healed after dropping to 0 hit points, you regain an additional 1d12 hit points.

    Graven Path

    At 3rd level, you can pick a path that sharpens your powers of soul and death. Choose either the Leader or the Solo, detailed below. Your choice grants you features at 3rd level and again at 8th, 13th, and 18th.

    Ability Score Increase

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

    Extra Attack

    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 14th level.

    Dread Taunt

    At 7th level, as a bonus action, you can taunt up to 3 nearby enemies within a 60-foot-radius. They must succeed on a a wisdom save, where the DC is 10 + proficiency + your intimidation skill, or must target you until the end of your next turn. Creatures immune to charm and frighten are unaffected by this feature.

    Undead Steed

    At 9th level, you can channel your necrotic powers to summon an undead mount 3 times per long rest. This works as the find steed spell, but the creature type of the summoned creature is undead, and it's appearance is either spectral, skeletal, or zombie to reflect this.

    Subclasses

    The Leader

    Dominate Undead

    At 3rd level, you can force an undead with a CR lower than your Grave Knight level to become subservient to his will. As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier. On a failed save, the target must obey your commands for the next 24 hours, or until you use this feature again.
    An undead whose challenge rating is equal to or greater than your Grave Knight level is immune to this effect. Once you use this ability, you can't use it again until you finish a short or a long rest.

    Summon Undead Servants

    At 8th level, You call upon the warriors of the past. Once per long rest, you can summon 2 Undead Servants from the beyond as a bonus action. They appear in 2 unoccupied spaces you choose within 30ft.
    On each of your turns, you can use a bonus action to mentally command both of them if they are within 60 feet of you. You decide what action they will take and where they will move during its next turn independently, or you can issue a general command like "guard this". If you issue no commands, the servants will simply stand there, not even defending themselves.
    They disappear back into the beyond after 1 hour or when they drop to 0 hit points.

    Aura of Attrition

    At 13th level, once per long rest, you can create an aura of attrition for 1 minute. While active, you and Friendly creatures within 30 feet of you gain 1d4 temporary hit points at the start of your turn. This aura ends early if you are knocked unconscious.

    March of the Dead

    At 18th level, you can cast Raise Undead Army once without a spell slot and you regain the ability to cast it in that way when you finish a Long Rest. You must still pay the material compensates.

    The Solo

    Writhing Shadows

    At 3rd level, as an action, you can turn the ground in a 30-foot-cone of you into difficult terrain for 1 minute. Any creature that starts its turn in this space takes 1d4 necrotic damage. You and up to 3 creatures you choose ignore all penalties caused by this difficult terrain.

    Burning soul

    At 8th level, you can cast Burning Soul on yourself, once without a spell slot and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.

    Shadow Step.

    At 13th level, as a bonus action, you can teleport up to 60 feet to an unoccupied space you can see. You can do this a number of times per long rest equal to your proficiency bonus.

    Stop Dying.

    At 18th level once per day, if you would be killed by any means, you instead return to full health. For the purposes of spells and effects, this is considered a wish spell.



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    stormgate_dnd.

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