Yorick Mori (5e Class)
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Keeper of Rites
Gravekeepers are more than just People that dig Graves. They perform burial Ceremonies, craft the Gravestones, care for those left in the living world and those who passed on, and some even communicate with the Dead. Some view Gravekeepers as Necromancers, though they do not usually cast Spells. The Powers a Gravekeeper obtains are usually gained from Spirits of the Dead who thought they might be able to teach their Caretaker something.
Creating a Gravekeeper
Why did you become a Gravekeeper? Were you maybe a Member of a religious order, or is it practiced in your family?
- Quick Build
You can make a Gravekeeper quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom. Second, choose the Hermit background. Third, choose a Shortsword, Scale Mail and a Priest's Pack.
As a Gravekeeper you gain the following class features.
- Hit Points
Armor: Light armor, medium armor, heavy armor
Weapons: Simple weapons, Martial weapons
Tools: Mason's tools
Saving Throws: Constitution, Wisdom
Skills: Choose two from the following: Arcana, history, insight, perception, and religion.
You start with the following equipment, in addition to the equipment granted by your background:
|Restless Spirits,Fighting Style
|Way of the Grave
|Ability Score Improvement
|Procession of the Grave
|Way of the Grave Feature
|Ability Score Improvement
|Harbinger of the Dead
|Way of the Grave Feature
|Ability Score Improvement
|View from the Grave
|Way of the Grave Feature
|Ability Score Improvement
|Endless Service, Eternal Tool
|Way of the Grave Feature
|Ability Score Improvement
At 1st level, you learn to infuse the shovel you use to lay the dead to rest with Spirits, enhancing it for the use in combat.
You can wield the shovel as a two-handed weapon which deals 1d10 + Strength bludgeoning damage. You are proficient with it, and regain an amount of hit points equal to half the damage dealt (rounded down) upon hitting a creature. The damage increases by one die step at 5th (1d12) and 11th level (1d12 + 1d6).
If you do not have a shovel, you may use 1 hour to search for material to improvise a shovel with. This improvised Shovel lasts until you finish your next long rest.
In addition you may spend a long rest transfering magical weapon properties from any magical weapon over to your shovel. The Shovel can only profit from two effects at any time and you need to be attuned to your shovel.
At 2nd level, you have learned to manifest a portion of the Spirits you infuse into your shovel. As a bonus action, after you hit a living creature with the attack of your Handy Tool, you can summon a number of Restless Spirits depending on your level as shown in the Restless Spirits Table. You can not control more Restless Spirits than you can summon at once. The Restless Spirits follow your verbal command and take their turn immediately after yours. They have an amount of hit points equal to 5 + your Wisdom modifier * your Gravekeeper level and if given no other orders automatically attack your last target. The Restless Spirits die after 10 minutes. The Strength, Dexterity and Constitution scores of the Restless Spirit also benefit from your proficiency bonus You can use this feature an amount of times equal to your Wisdom modifier, minimum 1, and regain all expended uses upon finishing a short or long rest.
Small undead, true neutral
Leap If a Creature has been hit by the attack from Handy Tool, the Restless Spirit can use its reaction to leap up to 15 ft. to the Creature hit and deals 1d4 extra piercing damage if it hits with a Claw attack.
Claw. Melee Weapon Attack: your attack modifier, reach 5 ft., one target. Hit: 5 (1d4 + Strength modifier) magical slashing damage.
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
When you damage a creature that is blind, frightened, restrained, paralysed, prone or stunned, you double the damage provided by your ability modifier. On a critical hit, you triple your ability modifier instead.
You gain a +2 bonus to attack rolls you make with ranged weapons.
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Close Quarters Shooter:
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
While you are wearing armor, you gain a +1 bonus to AC.
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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
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.
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting:
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Way of the Grave
At 3rd level, you choose a Way. Choose between the Grave Ways, detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th and 18th Level.
Ability Score Improvement
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Procession of the Grave
At 6th level, you have learned to speak to the Dead directly. You can cast speak with dead an amount of times up to your Wisdom Modifier (minimum 1), ignoring the material components and enabling the dead to remember what has happened up to one hour after it died. You regain all expended uses upon finishing a long rest. By nature of your profession as a gravekeeper you bestow them their final rites as a parting gift and any Creature that is under the effect of your Speak with Dead is charmed by you.
Harbinger of the Dead
At 9th level, you have obtained the ability to manifest a Corporeal Spirit. As an action, you may summon the Corporeal Spirit for 8 Hours in an unoccupied space within 15 feet that you can see. The Spirit shares your Initiative and its turn is immediatly after yours in combat and before any Restless Spirits. You can command the Corporeal Spirit telepathically, no action required. If given no other instructions, the Spirit will attack your last hit Creature. If you did not hit another Creature the Corporeal Spirit attacks the nearest Creature it can sense. This Creatures Mental Stats e.g. Intelligence, Charisma and Wisdom get a bonus equal to your proficiency bonus. In addition the creatures ability scores can be increased to limit of 30.
You are immune to the Corporeal Spirits Aura of Fear and can grant any Creature you can see advantage against the save from Aura of Fear. Creatures hit by Life Drain are treated as being hit by the attack from Handy Tool for the Restless Spirits. You can use this feature once and regain all uses upon finishing a long rest.
Large undead, chaotic evil
Saving Throws Intelligence +9
Raising an Army. Creatures killed after being hit by the Corporeal Spirit turn into Restless Spirits under the command of the creator or the Corporeal Spirit. These do not count against the maximum amount of Restless Spirits the creator can control.
Aura of Fear. Creatures, except for Undead and Constructs, that come within 15 feet of the Corporeal Spirit must make a DC 10 + Wisdom + your proficiency bonus saving throw. Any creature that fails the save is frightened for 1 minute. A creature frightened in this way can make another Wisdom saving throw at the end of their turn, ending the effect on a success.
Life Drain. Ranged Weapon Attack: your attack modifier, reach 15 ft., one target. Hit: 13 (2d8 + Intelligence) necrotic damage. If a creature is hit and is not an undead or a construct, the Corporeal Spirit regains hit points equal to the damage dealt or half of that if the creature hit is immune to the damage.
At 11th level, you can discern the struggles that keep the undeads bound in the world of the living. As an Action, you may attempt to lay the Creature with a CR of up to half your Gravekeeper level to rest. The Spirit must contest your Religion Check with a Wisdom Saving throw or be immediatly dissipated. You can use this feature twice, before you must finish a long rest to be able to use it again.
At 13th level, you have learned to manifest a great amount of Spirits into a way that Blocks your enemy. While you are holding a Shovel that is affected by Handy Tool, as an action you can command the Spirits to hinder them from escaping. The Target must make a Dexterity Saving throw against a DC of 8 + your Wisdom Modifier + your Proficiency Modifier. On a failed save, the targets Movement is reduced to 0, they cannot take Reactions, they gain disadvantage on attackrolls against anything that arent the restrains and melee weapon attacks against a creature restrained in this way automatically count as a critical strike. A Target may free themselves by successfully hitting the restrains (AC 12) 2 times. The Restrains last for 1 minutes or until defeated, you can use this ability a number of times up to your Proficiency Bonus and you regain all expended uses upon finishing a long rest.
The View from the Grave
At 14th level, you gain the ability to channel Spirits to see Magic. As an Action you can cast detect magic at 1st level, ignoring the Material Requirement. You can use this feature a number of times equal to your Wisdom Modifier and regain all uses upon finishing a long rest. Aditionally you are able to see 60ft. into the ethereal plane and as an Action choose to step into th ethereal plane or out of it. While in the ethearel plane your movement increases by 10ft.. If you leave the ethereal while occuping the same space as an object (not a creature) you take 5d12 Force damage and are placed in an empty space next to it, in case the Space you occupy is a creature it must succeed on a DC 8 + Strength + proficiency bonus Strength saving throw or be moved 5ft. away and knocked prone.
Endless Service, Eternal Tool
At 17th level, your Bond with your Tool has become strong enough to transcend Death. As an action you can call forth Spirits from the Afterlife to form your trusted Shovel. A Shovel under the effect of Handy Tool gains +2 to attack and damage rolls and the amount of HP you restore on a hit now equals the full damage dealt.
At 20th level, your Bond to the World of the Dead has grown so strong that is is impossible to discern you from it. You become a Lich, your Phylactery being an Item you choose when acquiring this feature. Additionally, you can use your Harbinger of the Dead feature an amount of times equal to your Proficiency Bonus, regaining all expended uses upon completing a long rest.
You may also vanish to the Afterlife/ethereal plane when taking a long rest, halving the time required and disappearing from your current plane of existence. You return to your point of entry after finishing the rest.
In Addition, you may use your Restless Spirits feature an unlimited Number of time.
Finally, as a Bonus Action, you can choose one Creature you can see. You and it are being brought to the Afterlife, where any Creature that isn't you takes 2d10 Necrotic damage each turn, in addition to having disadvantage on all rolls. You return when one of you dies, when you will it or after 10 Minutes. You can use this feature a number of times equal to your Wisdom Modifier and regain all expended uses upon finishing a long rest.
Way of the Carer
Way of the Carer Gravekeepers share a mutual understanding with the Dead, seeing them just like other People and interacting with them as such. They call upon the Aid of the Spirits they have laid to rest to help them in Combat.
- Spirit of Respite
Beginning at 3rd level you call forth a Spirit that soothes those in its surrounding area. As an action, while holding a Shovel that is enhanced with Handy Tool, you may summon a Spirit of Respite in an unoccupied Space you can see. The Spirit has no turn on its own, instead you can move it up to 30 feet as a Bonus action. The Spirit remains for 1 Minute and emits an aura of soothing respite. When you summon the Spirit you may choose a number of Creatures up to your Wisdom Modifier (Minimum 1). If you or any Creature you chose start or end their turn within 15 feet of the Spirit, they regain 1d4 (+ your Profiency Bonus) Hit Points.
If the Spirit is attacked with a Magical Attack, it automatically vanishes, unless the damage type is Necrotic. You can use this feature a number of times equal to your Proficiency Bonus and regain all expended uses upon finishing a long rest.
- Minor Spirit
Starting at 7th level as a Bonus Action, you can summon a Minor Spirit. The Minor Spirit emits Light in a 20 foot radius, and dim light in a 40 feet radius. When you summon the Spirit, you can choose any Creatures you can see; The Light that the Spirit emits only shines for them and you. If the Minor Spirit is attacked, it automatically vanishes. You can command the Minor Spirit telepathically to move up to 30 feet. If the Spirit is further away than 120 feet from you, it vanishes.
- Assistance from beyond
Beginning at 10th level while you or any Creature you chose when summoning the Spirit or Respite are within 15 feet of it, you gain advantage on attack rolls and Constitution Saving throws.
- Enhanced Spirit
At 15th level the Spirit of Respite you summon now radiates stronger, increasing every Aura radiating from itself by 5 feet.
- Light of Life and Death
At 18th level as a Bonus Action, you can command the Spirit of Respite to detonate. Evey Creature that you chose (including you) when you summoned the Spirit that is within 20 feet of the Spirit when it explodes is healed for 4d10, and every Creature you did not choose that is within 20 feet of the Spirit takes 4d10 radiant damage. The Spirit vanishes after detonating.
Way of the Taker
Gravekeepers of the Way of the Taker obtain most of their abilities by rending them from the dead. As such, they are regularly haunted by those Spirits, whose wrath they channel upon others.
- Eternal Feud
At 3rd level as a Bonus Action you can channel the wrath of the Spirits from whom you have taken knowledge. Choose a number of Creatures you can see up to your Proficiency Modifier. The Creatures must make a DC (8 + proficiency bonus + wisdom modifier) Wisdom saving throw or be frightened of you for 1 minute. A Creature may reattempt this save at the end of their turn. While a Creature is frightened this way, at the end of their turn they take 1d4(+ your Proficiency Modifier) necrotic damage (This damage is increased to 1d6 at 7th level, 1d8 at 15th and 2d10 at 18th level).
You can use this feature a number of times equal to your Wisdom Modifier (Minimum 1) and regain all expended uses upon finishing a long rest.
- Taken Lore
At 7th level you have acquired a Sense for Dead with useful Knowledge. You regain your uses of Procession of the Grave upon finishing a Short Rest, and in addition may take over the knowledge it had in life, you gain proficiency in any one skill you are not proficient in until you use this feature again to gain a different proficiency. If you choose a Skill in which you are already proficient you may double your proficiency bonus for it.
- Haunting Memories
At 10th level while a Creature is affected by your Eternal Feud, you and any of your spirits have advantage on attacks against that target. When a Creature affected by Eternal Feud makes a roll, you can use your reaction to roll 1d8 and subtract the rolled Number from the roll of the Creature before the DM announces the number.
- Acquaintance of the Grave
At 15th level your connection to raging Spirits has honed your capability to withstand Undead. You have Advantage on Wisdom Saving throws, as well as any Saving throws that originate from an Undead Creature. In addition you become proficient in Charisma saving throws.
- Convincing Whispers
At 18th level The Spirits that whisper into your targets Mind have grown a bit more close to you. You may attempt to charm any frightened Creature, if the creature is under the influence of your Eternal Feud it has disadvantage on the save. Creatures charmed in this way see you as the incarnation of the Grim Reaper itself and will go as far as fight for you, though they will start to break away from your charm if their HP is reduced below 50% of the Hp they had from when they were charmed.