5e player supplement
Credits
P u b l i s h e r : Grim Press
A u t h o r : Trevor Armstrong
E d i t o r s : Joel Hastings & Max Hickson
A r t : Kingkostas, Nibelwolf,
The Deathseer is a Dungeons and Dragons 5th Edition compatible class deigned as a supplement for players and game masters to
use in their adventures. This class is compliant with the Open Game License ( OGL) located on last page of this product.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a,
Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue,
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Content or are in the public domain are not included in this declaration.)
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Entertainment product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of
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Copyright © Grim Press 2020
Deathseer Maintaining the Balance
A deathseer recognizes that death is unavoidable, and when
A hulking goliath throws himself before a score of farmers,
someone's time has come is decided for reasons far beyond
bracing his blood-stained greatsword in front of him to meet
the understanding of brief mortality. They devote their lives to
the descending club of an enraged ogre. With effort, he
keeping the balance between life and death. Different
pushes the giant's gnarled weapon away from his scarred and
deathseers may focus on various aspects in an effort to keep
pitted face, and away from his plate armor that is nearly as
this balance, but all are bound by the contracts they sign;
damaged. “Their time is yet to come, monster" he drawls as
contracts that grant unique abilities, so work can be carried
he brings his sword to bear, charging at the ogre, "but your
out without objection.
own is upon us."
Although all deathseers pledge themselves into the
A nimble elf slips between the shadows, unsheathing a
ser vitude of a higher being through the signing of a reaper's
brace of short swords from her belt as she approaches a
contract, a deathseer's commitment to keeping the balance is
lizardfolk camp. She knows in the back of her mind that the
integral to their ver y soul at a young age. Deathseers train for
creatures only attacked the nearby town because they
years, learning how to navigate the battlefield while wielding
encroached on their territor y, but it matters not. The loss of
their iconic greatweapons. As such, many deathseers
life was not meant to pass, and amends must be made so it
typically shun training in the use of shields, stating that it
does not happen again.
obstructs the guidance from their deities; a guidance that
Sitting before a campfire and dragging a whetstone along
grants them mystical powers to carr y out their deity's will.
her mighty blade, a sturdy tiefling in worn armour calls upon
Some deathseers may find comfort in protecting the weak
the dark powers of the world to grant the weapon strength.
and the injured whose time has not yet come. Others carr y
With the final rasp of stone and teel's kiss, a dark void limns
out their work outside of the constraints of a moral compass;
her blade's edge, portending swift death to any who oppose
they are cold and calculating in their ser vice. Some simply
her.
enjoy their quest, preferring to complete assignments that
A deathseer's job, first and foremost, is to carr y out their
bring them to the forefront of war and conflict. The personal
deity's wishes. They may choose to forge their contract for
motivations of a deathseer are of little consequence to their
any number of reasons, whether to gain the power to
deity, so long as they do what is required of them in the
safeguard the weak from untimely ends, the ability to make a
eternal struggle to maintain the balance.
difficult decision without being clouded by moral ambiguity,
Entering into a Reaper's Contract
or because they revel in conflict and wish to enhance their
battle prowess. However, their deity's expectations are
unwavering, and for their obedience, deathseers are granted The life of a deathseer is not without constantly shifting
a seemingly limitless source of power to carr y out this will. constraints, balancing the need for adventure with their
deity’s demands. When their deity brands someone for
culling, a deathseer vows to locate the target and carr y out
their wishes. Though the details of their signed contract may
differ between deities, most deathseers complete their work
to help maintain the balance between life and death.
However, some may be driven by treasure promised by clergy
leaders, while others may simply enjoy the cruel nature of
their work.
Whatever their personal motivations, a deathseer's deity
expects their reapers to honor their commitment above all
else. Exploring an ancient cr ypt in search of a mad wizard
will always be a quest driven by a greater purpose than the
desire of wealth, for example. When their deity marks
someone for winnowing, a deathseer must make it their
utmost priority to make sure that soul passes into the
afterlife.
3
Creating a Deathseer Perhaps you were driven by quiet confidence, delivered
through your deepest dreams in cabalistic whispers from an
The most important aspect of a deathseer character are the
unseen god? In your travels you may have crossed paths with
details of his contract. While the class features regarding another deathseer, who convinced you to maintain the
your reaper's contract don't manifest until you reach 3rd level, balance. Or, maybe you knew form the time you drew your
prepare for that choice by reading the reaper descriptions at
first breath that the deathseer's life was your calling.
the end of the class. Are you a deathseer who is a protector of
Meant to safeguard the eternal balance between life and
the weak, using your gifts as a shield to ensure they are able death, deathseers are rarely of a chaotic alignment. Most of
to live until their time has truly come? Are you a cold and them gravitate towards neutrality, be it for good or evil.
calculating deathseer who is unwavering and unconcerned
Consider how your alignment shapes the way you pursue
with the moral implications that eliminating your target
your reaping obligations and the manner in which you
might cause? Or, are you drawn to places of war and conflict, conduct yourself before the gods. Your reaper's contract and
and enjoy culling those who seek to upset the balance? alignment will likely be in unison, representing the archetype
Whatever your motivations, they will be reflected in the deity
you select.
that you worship and detailed in your reaper's contract.
Quick Build
The PHB lists many deities worshipped by deathseers
throughout the realm. Any deity or patron worthy of worship
You can make a deathseer quickly by following these
may require the ser vices of a deathseer who is willing to
suggestions. First, Constitution should be your highest ability
carr y out their will, be it for good or evil. Consider the form of
score, followed by Charisma and then Strength. Second,
your impetus to ser vice as a deathseer. Did the spirit of
choose the acoly te background.
someone you once knew contact you from what lies beyond?
The Deathseer
Proficiency Cantrips
Level Bonus Features Known Spells Known 1st 2nd 3rd 4th
1st +2 Death's Presence, Unrelenting — — — — — —
Fortitude
2nd +2 Fighting Style, Reaper's Contract — — — — — —
3rd +2 Spellcasting 3 3 2 — — —
4th +2 Ability Score Improvement 3 4 3 — — —
5th +3 Harrowing Strike 3 4 3 — — —
6th +3 Shroud of Necrosis 3 4 3 — — —
7th +3 Reaper's Contract feature 3 5 4 2 — —
8th +3 Ability Score Improvement 3 6 4 2 — —
9th +4 — 3 6 4 2 — —
10th +4 Death's Embrace 4 7 4 3 — —
11th +4 Improved Harrowing Strike 4 8 4 3 — —
12th +4 Ability Score Improvement 4 8 4 3 — —
13th +5 — 4 9 4 3 2 —
14th +5 Touch of Respite 4 10 4 3 2 —
15th +5 Reaper's Contract feature 4 10 4 3 2 —
16th +5 Ability Score Improvement 4 11 4 3 3 —
17th +6 — 4 11 4 3 3 —
18th +6 Shroud Improvements 4 11 4 3 3 —
19th +6 Ability Score Improvement 4 12 4 3 3 1
20th +6 Reaper of Souls 4 13 4 3 3 1
4
Class Features Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you
As a deathseer, you gain the following class features. make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll. The
Hit Points weapon must have the two-handed or versatile property for
you to gain this benefit.
H i t D i c e : 1d10 per deathseer level
H i t P o i n t s a t 1 s t L e v e l : 10 + your Constitution modifier
Reaper's Contract
H i t P o i n t s a t H i g h e r L e v e l s : 1d 10 (or 6) + your
Constitution modifier per deathseer level after 1st
When you reach 2nd level, you sign a contract given to you by
Proficiencies a high-ranking member of the clergy devoted to worship of
your deity, which binds you into the ser vice of as a reaper
A r m o r : All armor, shields
forever.
We a p o n s : Simple weapons, martial weapons
Up to this time you have been in a preparator y stage,
To o l s : None
committed to the path but not yet bound to it. Now will you
S a v i n g T h r o w s : Constitution, Charisma
choose your path as a Reaper of Mettle, Reaper of Omen, or
S k i l l s : Choose two from Acrobatics, Arcana, Athletics,
Reaper of Ruin, all detailed at the end of the class
Deception, Histor y, Intimidation, Persuasion, and Religion
description. The signing of this contract is significant, as you
Equipment are now at the beck and call of your faith. You will be
assigned marks whose time has come and must be led into
You start with the following equipment, in addition to the
the afterlife. These marks may be given to you by an assigned
equipment granted by your background:
contact devoted to your faith, or perhaps your deity may
a martial melee weapon and five javelins decide to guide you directly. Once issued, you must carr y out
(a) a priest's pack or (b) an explorer’s pack your assignments to the absolute best of your ability.
Chain mail and a holy symbol Your choice grants you features at 2nd level and again at
Death's Presence 7th, 15th, and 18th level. Those features include specialized
subtype specialties.
Reaper's Boon
Starting at 1st level, you are able to sense the spirits of those
who have died traumatically within the last 24 hours as they
Your deity provides you a boon upon signing your contract to
wail out to you in anguish. As an action, you can catch
become a reaper. This boon grants bonuses to you and/or
spiritual glimpses and sense the emotions from any recently
your allies, which can be used up to a number of times equal
slain creatures within 60 feet as they briefly relive their final
to your Charisma modifier (a minimum of once) per long rest.
moments with you.
Reaper's Mark
Once you have used this feature, you cannot do so again
until you finish a short or long rest.
Your contract allows you to request that your deity place a
Unrelenting Fortitude Reaper's Mark on a creature of your choosing, giving you
strength against those who would stand against you in your
Your study of the life-force flowing through all manner of
task. This mark grants your target penalties bestowed upon
creature has granted you the ability to shrug off small
them by your patron. The Reaper's Mark option provided by
amounts of damage from oncoming attacks.
your contract explains how to use it.
Beginning at 1st level, when you are hit with an attack or
You can use your Reaper's Mark again once you finish a
spell that does damage, you may use your reaction to grant
short or long rest.
yourself a number of temporar y hit points equal to 1d6 + your
Constitution modifier. You gain these temporar y hit points
before you take damage from the attack or spell.
Breaking Your Contract
You can use this feature a number of times equal to your
Locating and then choosing not to eliminate a
Charisma modifier (a minimum of once). You regain any
target that has been branded for death by your
expended uses when you finish a long rest.
deity carries a harsh penalty. A deathseer who has
Your Unrelenting Fortitude die increases when you reach
broken their contract in this manner must seek
certain levels in this class. The die becomes a d8 at 5th level,
absolution from a clergy who shares their faith
within 24 hours, seeking guidance on how to right
a d10 at 10th level, and a d12 at 15th level.
Fighting Style their failing. This guidance will describe another
course of action that must be carried out by the
deathseer, making amends for their earlier failure.
At 2nd level, you adopt a style of fighting as your specialty.
If a deathseer willfully violates their contract and
Choose one of the following options. You can't take a Fighting
shows no sign of penitence within 24 hours, the
Style option more than once, even if you later get to choose
consequences are immediate. At the GM's
discretion, an obdurate deathseer will be forced to
again.
Defense abandon this class and adopt another.
While you are wearing armor, you gain a +1 bonus to AC.
5
Spellcasting Ability Score Improvement
At 3rd level, a high-ranking member in the clergy devoted to When you reach 4th level, and again at 8th, 12th, 16th, and
your deity gives you a leather-bound grimoire, its cover 19th level, you can increase one ability score of your choice
engraved with your religious symbol. This grimoire details by 2, or you can increase two ability scores of your choice by
magic that will aid you in your task. Through devotion and 1. As normal, you can't increase an ability score above 20
study, you learn to harness this magic to ser ve your deity's using this feature.
will. See chapter 10 of the PHB for the general rules of
Harrowing Strike
spellcasting and page 10 of this document for the deathseer
spell list.
At 5th level, your weapon is permanently imbued with
Cantrips necrotic energy, causing your attacks against injured
creatures deal additional damage. Once per turn, you can
You learn three cantrips: spare the dying and two other
deal an extra 1d8 necrotic damage to one creature you hit
cantrips of your choice from the deathseer spell list. You
with an attack if the creature has less than its maximum total
learn another deathseer cantrip of your choice at 10th level.
hit points. You regain temporar y hit points equal to half the
Spell Slots amount of necrotic damage deal.
Shroud of Necrosis
The Deathseer Spellcasting table shows how many spell slots
you have to cast your spells of 1st level and higher. To cast
one of these spells, you must expend a slot of the spell's level
Starting at 6th level, you and friendly creatures within 10 feet
or higher. You regain all expended spell slots when you finish
of you are resistant to necrotic and poison damage, and also
a long rest.
have advantage on Constitution saving throws against poison
For example, if you know the 1st-level spell bane and have
while you are conscious.
a 1st-level and a 2nd-level spell slot available, you can cast
At 18th level, the range of this shroud increases to 30 feet.
bane using either slot.
Death's Embrace
Spells Known of 1st-Level and Higher
At 10th level, your understanding of the ebbs and flows of life
You know three 1st-level deathseer spells of your choice. The
and death allow you to use your reaction to grant one of your
Spells Known column of the Deathseer Spellcasting table
allies that you can see within 30 feet to reroll a failed death
shows when you learn more spells of 1st level or higher. For
saving throw.
instance, when you reach 7th level in this class, you can learn
You can use this feature a number of times equal to your
one new spell of 1st or 2nd level. Whenever you gain a level in
Charisma modifier (a minimum of once). You regain
this class, you can replace one of the deathseer spells you
expended uses when you finish a long rest.
know with another spell of your choice from the deathseer
Improved Harrowing Strike
spell list. The new spell must be of a level for which you have
spell slots.
Spellcasting Ability At 11th level, the damage you deal with your harrowing strike
attacks increase by 1d8 necrotic damage (2d8 total).
Charisma is your spellcasting ability for your deathseer
spells, since their power derives from the knowledge gained Touch of Respite
through hours of devotion, meditation and study. You use
Beginning at 14th level, you can use your action to allow
your Charisma whenever a spell refers to your spellcasting
yourself or one willing creature that you touch to regain a
ability.
spent hit dice.
In addition, you use your Charisma modifier when setting
You can use this feature a number of times equal to your
the saving throw DC for a deathseer spell you cast and when
Charisma modifier (a minimum of once). You regain
making an attack roll with one.
expended uses when you finish a long rest.
S p e l l s a v e D C = 8 + your proficiency bonus + your Charisma
Reaper of Souls
modifier
S p e l l a t t a c k m o d i f i e r = your proficiency bonus + your
At 20th level, you can transform yourself to become death
Charisma modifier
incarnate. Using a bonus action on your turn, you assume the
Spellcasting Focus form of a hallowed reaper, gaining a flying speed of 60 feet
(hover) and the ability to har vest the soul of your next victim.
You may use your grimoire as a spellcasting focus for your
During your turn, you can use your action to make a melee
deathseer spells. Alternatively, you can use a holy symbol
spell attack against a single target, dealing 8d12 necrotic
representing your deity.
damage on a successful attack. If this damage reduces the
Vigorously Spare the Dying target's hit points to 0 or kills it outright, ever y creature of
your choosing within 60 feet of you that currently has 0 hit
Starting at 3rd level, when you cast spare the dying, roll a
points and is unconscious regains 1 hit point.
d20. If the roll is higher than 20 - your proficiency bonus, the
Once you use this feature, you can't use it again until you
target gains 1 hit point.
finish a long rest.
6
Reaper's Contract Reaper of Mettle
Reapers of Mettle choose to protect the helpless and the
Becoming a deathseer involves signing a contract with a deity
weak who are unable to protect themselves, if their time has
whose motivations lie in guiding their reapers to maintain the
not yet come. Typically, they are assigned marks who pose a
balance between life and death; binding the deathseer to
great threat to the innocent, and they accomplish their culling
carr y out their obligations. This contract, signed when the
by strengthening their defenses in their quest of keeping the
deathseer reaches the 3rd level, is the culmination of all the
balance.
deathseer's training and study. Some characters with this
Reaper's Boon (Mettle)
class don't consider themselves actual deathseers until they
are able to enter into ser vitude by signing this contract. For
Upon gaining 2nd level, you can use your reaction to give a
others, the actual signing is but decorum, a binding
number of your current temporar y hit points to a creature
agreement detailing what they have always known to be true.
you can see within 30 feet that has been hit with an attack.
The creature gains the temporar y hit points before the
damage is dealt. The amount of temporar y hit points given
cannot be more than half of the target's total hit points.
You can use this feature a number of times equal to your
Charisma modifier (a minimum of once). You regain
expended uses when you finish a long rest.
Reaper's Mark (Mettle)
When you take this contract at 2nd level, you gain the Writ of
Convalescence Reaper's Mark ability.
Wr i t o f C o nv a l e s c e n c e . As a bonus action, you can utter a
writ of convalescence against a creature you can see within
60 feet of you, requesting your deity to place a Reaper's Mark
upon it for 1 minute. While the mark is active, ever y time the
target takes damage from yourself or one of your allies, the
damage dealer is healed by an amount equal to your
Charisma modifier (a minimum of one). If a target under this
effect dies, it can't become undead.
Additionally, while the Reaper's Mark is active, your deity
bolsters you by granting +3 to your AC for the duration. You
do not gain this bonus if you have a shield equipped.
Once you use this feature, you must finish a short or long
rest before you can use it again.
Shroud of Stability
Starting at 7th level, you are continually cloaked in dark
swirling shadows, caused by the energies of the dead that are
drawn to you, granting you a +1 bonus to your AC. You do not
gain this bonus to AC if you have a shield equipped.
As an action, you may extend the radius of your Shroud of
Stability to 30 feet centered on you, to grant its bonus to your
allies until the start of your next turn.
One Foot in the Grave
Starting at 15th level, when an ally you can see within 60 feet
is reduced to 0 hit points but is not killed outright, you can
choose to have them drop to 1 hit point instead.
Once you use this ability, you can't use it again until you
finish a long rest.
Improved Shroud of Stability
At 18th level, the shadows about you has grown exceptionally
thick, and the AC bonus they grant to you increases to +2. You
do not gain this bonus to AC if you have a shield equipped.
7
Reaper of Omen
Reapers of Omen are unwavering in even the most difficult
circumstances, as they believe that fate is what guides them.
When they receive a mark from their deity, the only possible
outcome is for that target to pass into the afterlife by their
hand, or a different reaper. When it has been foretold that the
mark's time has come, no one is able to question fate.
Reaper's Boon (Omen)
Upon gaining 2nd level, you can grant yourself a bonus
against an incoming attack that fate foretold was coming.
When you are targeted with an attack, you can use your
reaction to gain a +3 bonus to AC until the start of your next
turn, including against the triggering attack. Regardless of
whether the attack hits you or not, you may also move up to
half of your movement as part of this reaction. This
movement does not provoke attacks of opportunity against
you, as you foresee any such obstacles while traveling the
path to your desired location.
You can use this feature a number of times equal to your
Charisma modifier (a minimum of once). You regain
expended uses when you finish a long rest.
Reaper's Mark (Omen)
When you take this contract at 2nd level, you gain the Writ of
Prophecy Reaper's Mark ability.
Wr i t o f P r o p h e c y. As a bonus action, you can utter a writ
of prophecy against a creature you can see within 60 feet of
you, requesting your deity to place a Reaper's Mark upon it
for 1 minute. While the mark is active, all of your melee
weapon attacks against the target are made with advantage.
If a target under this effect dies, it can’t become undead.
Additionally, while the Reaper's Mark is active, your deity
guides ever y move you make. You roll with advantage on
ability checks and saving throws for the duration. You do not
gain this bonus if you have a shield equipped.
Once you use this feature, you must finish a short or long
rest before you can use it again.
Shroud of Disdain
Beginning at 7th level, whenever a hostile creature within 5
feet of you must make a saving throw, the creature must
subtract a number equal to your Charisma modifier (a
minimum of one).
As an action, you may extend the radius of your Shroud of
Disdain to 30 feet centered on you, affecting all creatures of
your choosing within range until the start of your next turn.
Dark Embrace
Beginning at 15th level, you can use a bonus action to cover
an area in shadows, causing a magical darkness to spread
from a point you choose within 60 feet to fill a 15-foot-radius
sphere. You can see through the darkness created by this
ability.
Once you use this feature, you can't use it again until you
finish a long rest.
Improved Shroud of Disdain
At 18th level, your Shroud of Disdain causes creatures to
subtract a number equal to your Charisma modifier (a
minimum of one) from their attack rolls as well.
8
Reaper of Ruin
Reapers of Ruin revel in receiving marks that bring them to
the forefront of large conflicts or battle grounds. They delight
in culling large numbers of those marked for death and have
little regard for civilized constructs, viewing them as
collateral damage in the quest for eternal balance.
Reaper's Boon (Ruin)
Upon gaining 2nd level, other creatures may provoke an
opportunity attack from you when they enter your reach with
your current weapon.
You can use this feature a number of times equal to your
Charisma modifier (a minimum of once). You regain
expended uses when you finish a long rest.
Reaper's Mark (Ruin)
When you take this contract at 2nd level, you gain the Writ of
Demise Reaper's Mark ability.
Wr i t o f D e m i s e . As a bonus action, you can utter a writ of
demise against a creature you can see within 60 feet of you,
requesting your deity to place a Reaper's Mark upon it for 1
minute. While the mark is active, ever y time the target takes
damage from yourself or one of your allies for the next
minute, it takes additional necrotic damage equal to your
Charisma modifier (a minimum of one). If a target under this
effect dies, it can’t become undead.
Additionally, while the Reaper's Mark is active, your deity
fills you with a crackling energy for the duration. Whenever
you roll a critical hit on a target, you regain one expended
spell slot of up to 3rd level. You do not gain this bonus if you
have a shield equipped.
Once you use this feature, you must finish a short or long
rest before you can use it again.
Shroud of Warfare
Starting at 7th level, you exude a mist that guides you on how
to attack your target's weak points. Your weapon attacks now
score a critical hit on a roll of 19 or 20.
Despair
Starting at 15th level, your combat prowess invokes
trepidation on the battlefield. When using your reaction to
make an attack of opportunity against a creature, the creature
must succeed on a Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on
itself on a success. If a creature's saving throw is successful
or the effect ends for it, the creature is immune to your
Despair feature for the next 24 hours.
Improved Shroud of Warfare
At 18th level, the mist about you has become extremely
imposing. Your weapon attacks now score a critical hit on a
roll of 18, 19 or 20.
Additionally, as an action on your turn, you may select up to
3 allies within 30 feet of you and extend the benefit of your
Shroud of Warfare to them until the start of your next turn.
9
Deathseer Spell List
Cantrips (0 Level) Cure Wounds Gentle Repose Blight
Chill Touch - Detect Evil and Good Magic Weapon Locate Creature
Guidance Detect Magic Misty Step Phantasmal Killer
Message False Life Ray of Enfeeblement Resilient Sphere
Resistance Fog Cloud
Spare the Dying Inflict Wounds 3rd Level *This spell list contains
True Strike Protection from Evil and Bestow Curse only those spells found in the
Good Fear 5e SRD. However, a DM may
1st Level Remove Curse wish to expand the spell list
Bane 2nd Level Tongues to include other fitting spells
Bless Aid Vampiric Touch suitable for the Deathseer's
Compelled Duel Blindness/Deafness spell list.
Calm Emotions 4th Level
- Darkness Banishment
Deathseer Spells Multiclassing
Deathseers cast spells primarily dealing with confronting Multiclassing allows you to gain levels in multiple classes.
their foes head on or saving the lives of the vulnerable. Above, The benefits and drawbacks are detailed in Chapter 6 of the
you can find a limited subset of spells available to the PHB.
Deathseer on their spell list. However, a Game Master may
Multiclassing Prerequisites
wish to expand this spell list with additional spells, such as
those found in XGtE. To qualify for the Deathseer class, you are required to have a
To supplement the limited number of spells available in the minimum Constitution of 13 and a minimum Charisma of 13.
5th edition SRD, a spell tome called Grimlore's Grimoire has
Multiclassing Proficiencies
been released on the DMs Guild. Some of the spells within
ser ve as an excellent compliment to this deathseer class. When multiclassing into a Deathseer, you gain proficiency in:
light armor, medium armor, simple weapons, and martial
Grimlore's Grimoire weapons.
As mentioned above, the G r i m P r e s s has released a pay
what you want spell compendium on the DMs Guild,
containing over 200 new spells for D&D 5th Edition. Some of
the spells found within were created with the deathseer in
mind. While Grimlore's Grimoire is a valuable resource for
deathseers, always ask your GM before using unofficial
material in their game.
You can download this spell supplement for free from the
DMs Guild by clicking h e r e .
10
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Distribute.
Mist Walker
Focusing his mind on the brightly colored armor, the man
stalks his target, making his way through the chaos of the
battle around him. He closes his eyes and feels his body
become one with the mist. In a blink of an eye he’s on top
of the enemy commander— a whirling blade of death.
The Elf exhales a final breath to ready herself. In a flash
she disappears, only to reappear behind the unexpecting
headsman. A shroud of mist covers her true actions, and
in a matter of seconds she and the doomed man
she was hired to save are running
along the rooftops, making
their way to the safehouse.
Recovering quickly from the initial blast,
the Tiefling scans the ambushers for the
origin of the assault. Spotting a robed
half-orc wielding a glowing staff, she
reaches out her hand and soon a red swirl of
mist appears around her and the half-orc. She
can feel the magical exchange of life easing the
pain from her fresh burns and a smile spreads
across her face as the half-orc lets out a howling
scream of anguish.
Whatever the origin of their connection to the
mists, one thing is for sure, those who can tap
into and harness the ability to walk the mists,
leave both devastation and confusion in
their wake.
Cunning Warriors they’re gone— already calculating their next attack. Speed
and surprise are a Mist Walker’s greatest asset, which is
To be counted among those who can walk the mists is probably why so many favor a pair of shorter blades—
no easy feat and as such, Mist Walkers are incredibly though some Mist Walkers still prefer to fight with shield,
dedicated warriors. Focusing their mind to absorb the knowing that they so often find themselves behind enemy
entirety of their surroundings they track their enemies lines.
and engage them at blinding speeds— often from behind. Still some prefer to further engage their enemies from
The mental fortitude it takes to harness the power of the a distance, mixing their skill with a bow with the ability
mists, while engaged in the throes of combat is significant. to manipulate the mists to cripple their foes and aid their
Mist walkers strike fast and hard against their most allies.
dangerous foes, and just as abruptly as they appear,
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Battlefield Strikers practicing it’s teachings. How would your Mist Walker
decide to put this new power to use? Why would they feel
Due to the nature of their abilities and intellectual the need to study an, ultimately, deadly martial artform?
aptitude, Mist Walkers excel at two professions in Is it to gain an edge over a rival? Or perhaps it’s because
particular: that of the soldier, and assassin. they had a specific use in mind, and they needed a way to
Mist Walkers have been rumored to be escape quickly.
responsible for armies suddenly finding themselves
without a commanding officer— whether on the Quick Build
field of battle, or during the night before a siege— You can make a Mist Walker quickly by following these
where the lines between soldier and assassin suggestions. First, make Dexterity your highest ability
become blurred. score if you plan on wielding two light weapons, or
Naturally those organizations who deal in Strength if you plan on using one weapon and a shield
death for profit, attract Mist Walkers who (Some Mist Walkers who focus on two-weapon fighting
have less-than-honorable morals, and likewise make Strength higher than Dexterity). Your next-highest
Mist Walkers often find those particular score should be Intelligence, or Constitution if you plan
organizations eager to give them an opportunity to take the Conviction of the Blade. Second, choose a
to prove their worth. background for your character.
Creating a Mist Walker Class Features
As a Mist Walker you gain the following benefits.
Mist Walking is not something innate, but rather a skill
that is studied, practiced and honed. Not only do Mist Hit Points
Walkers have to learn how to harness the raw energy Hit Dice: 1d10 per Mist Walker level.
of the mist, but they also go through rigorous martial Hit Points at 1st level: 10 + your Constitution modifier.
training. Bringing the two arts together is still a feat in Hit Points After 1st Level: 1d10 (or 6) + your
itself. As such, most Mist Walkers receive some form constitution modifier.
of formal training— whether through their service in a
standing army, an apprenticeship in an order of assassins, Proficiencies
or perhaps they were cultivated from birth in the ancient Armor: Light Armor, Shields
traditions of their remote mountain village. Weapons: Simple Weapons, Short Swords, Scimitars,
When creating a Mist Walker consider their Rapiers
upbringing and how they might have had access to such Tools: Poisoner’s Kit
unique training. The environment in which they were
trained, as well as their instructors, will typically have Saving Throws: Dexterity and Intelligence
a significant impact on their personality and overall Skills: Choose three from Acrobatics, Deception, History,
worldview. Intimidation, Investigation, Perception, Persuasion,
Perhaps the artform of Mist Walking was not passed Sleight of Hand, and Stealth.
down from a formal instructor but rather something you
discovered in an ancient tome— with your Mist Walker Equipment
spending countless hours pouring over the text and You start with the following equipment, in addition to the
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The MisT Walk e r
Proficiency Shroud Mist Walk
Level Bonus Points Distance Features
1st +2 — 30 ft. Mist Walk, Unarmored Defense
2nd +2 2 30 ft. Fighting Style, Shroud, Shroud Abilities
3rd +2 3 30 ft. Conviction Feature, Methodical Strikes
4th +2 4 40 ft. Ability Score Increase
5th +3 5 40 ft. Extra Attack
6th +3 6 40 ft. Expansive Mind
7th +3 7 40 ft. Conviction Feature, Misty Escape
8th +3 8 50 ft. Ability Score Increase
9th +4 9 50 ft. Tactical Precision
10th +4 10 50 ft. Honed Mind
11th +4 11 50 ft. Conviction Feature
12th +4 12 60 ft. Ability Score Increase
13th +5 13 60 ft. Misty Vision
14th +5 14 60 ft. —
15th +5 15 60 ft. Conviction Feature
16th +5 16 70 ft. Ability Score Increase
17th +6 17 70 ft. Misty Form
18th +6 18 70 ft. Greater Mist Walk
19th +6 19 70 ft. Ability Score Increase
20th +6 20 80 ft. Mist Clone
equipment granted by your background: you can see within your Mist Walk distance as shown
in the Mist Walk column of the Mist Walker table. The
• (a) a rapier or (b) a shortsword distance you can Mist Walk increases as you gain levels
• (a) Shield or (b) a shortsword in the class. Using Mist Walk does not provoke attacks of
• (a) an Explorers Pack or (b) a Dungeoneers Pack opportunity.
• Leather Armor, two Daggers, and Poisoner’s Kit You may choose instead to break up your movement by
moving up to half your movement speed and using your
Starting Wealth (optional) Mist Walk ability for up to half your current Mist Walk
If you do not wish to take the starting equipment, you Distance. You may take these forms of movement in any
may instead start with 5d4 x 10 gp. order, and you may still take additional actions between
these movements as normal. You can only Mist Walk
Mist Walk once per turn as part of your movement (this excludes
shroud abilities). You may not combine your Mist Walk
Beginning at 1st level, you gain the ability to Mist Walk, ability with a Dash action.
allowing you to teleport short distances. As part of your Upon reaching 5th level in this class, you can
movement, you may teleport to another empty space additionally teleport up to half of your Mist Walk
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Distance if you have used your Mist Walk ability as part Some of your Shroud Abilities require your target to
of your move action this turn, or your full Mist Walk make a saving throw to resist the feature’s effects. The
Distance if you have not, as a Bonus Action. saving throw DC is calculated as follows:
Unarmored Defense Shroud Ability save DC = 8 + your proficiency bonus +
your Intelligence modifier
While you are not wearing any armor, your Armor Class
equals 10 + your Dexterity modifier + your Intelligence Shroud Abilities
modifier. You can use a shield and still gain this benefit.
When reaching 2nd level in this class you gain access to
Fighting Style the following Shroud Abilities.
At 2nd level, you adopt a particular style of fighting as Cloaking Mist (Shroud Ability)
your specialty. Choose a fighting style from the list of As an action, you may spend 1 shroud point to create a
optional features. You can't take the same Fighting Style 30-foot-radius sphere of dark mist centered on yourself.
option more than once, even if you get to choose again. The sphere spreads around corners, and its area is heavily
obscured. It lasts for 1 minute or until a wind of moderate
or greater speed (at least 10 miles per hour) disperses it.
Dueling
When you are wielding a melee weapon in one hand and Veiled Shield (Shroud Ability)
no other Weapons, you gain a +2 bonus to Damage Rolls, As a reaction, whenever another creature hits you with a
with that weapon. melee attack, you may spend 1 shroud point to add a +2
bonus to your AC for that attack, potentially causing the
Two-Weapon Fighting attack to miss you. This bonus increases to +3 when you
When you engage in two-weapon fighting, you can add reach level 10th in this class, and to a +4 when you reach
your ability modifier to the damage of the second Attack. level 20 in this class.
Shroud Jaunt (Shroud Ability)
As a reaction, you may spend 1 shroud point to Mist
Beginning at 2nd level, you tap further into the secrets of Walk up to half your Mist Walk Distance to another
mist, giving you access to manifest and manipulate it as a unoccupied space, whenever you take damage. This does
tangible force, called the shroud. not provoke an attack of opportunity.
Shroud Points Methodical Strikes
You have 2 shroud points and you gain additional shroud
points as you level, as represented by the Shroud Points Beginning at 3rd level you can feel the Mist guiding your
column of the Mist Walker table. Shroud points are spent attacks. Whenever you Mist Walk, you gain a +1 bonus
to activate your shroud abilities. You regain all expended to your next melee attack before the end of the turn. This
shroud points whenever you complete a long rest. bonus increases to a +2 at 11th level and +3 at 18th level.
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Conviction you to make a Dexterity saving throw to take only half
damage, if you succeed on the saving throw you may use
At 3rd level, you choose a Conviction to follow to best your reaction to Mist Walk to the nearest unoccupied
understand how to use the ebb and flow of the Mist to aid square, up to half your Mist Walk distance, and instead
you. Choose Conviction of the Blade, Conviction of the you take no damage.
Mind, or Conviction of the Shroud, all are detailed at the
end of the class description. The conviction you choose Tactical Precision
grants you features at 3rd level and again at 7th, 11th, and
at 15th. Starting at 9th level you can add your Intelligence
modifier to the damage of your weapon attacks.
Ability Score Improvement
Honed Mind
When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of your Beginning at 10th level, your keen mind has become
choice by 2, or you can increase two Ability Scores of your a valuable asset to keep you safe. Whenever you make
choice by 1. As normal, you can’t increase an ability score either a Wisdom or Charisma saving throw, you may
above 20 using this feature. choose to add your Intelligence modifier to your saving
throw. You can do this a number of times per day equal to
Extra Attack half your Intelligence modifier.
Beginning at 5th level, you can Attack twice, instead of Misty Vision
once, whenever you take the Attack action on your turn.
At 13th level, fighting in heavily obscured areas no longer
Expansive Mind troubles you. You gain blindsight up to 15 feet.
Starting at 6th level, whenever you make an ability check Misty Form
using Intelligence, after you see the roll, but before the
outcome is determined, you may roll an additional d20 Starting at 17th level, you move so fluidly through the
and take the highest result. Mist, it is difficult for your foes to track you. When you
Once you’ve used this ability you cannot use it again use Mist Walk as part of a move action, you may then cast
until you complete a short rest. Mirror Image as a bonus action without requiring spell
components. These duplicates move with you as normal,
Misty Escape even when using Mist Walk. You may use this ability
a number of times per day equal to your Intelligence
Beginning at 7th level, your instinctive connection to the modifier.
Mist allows you escape from the danger of certain area
effects, such as a Red Dragon’s Fiery-breath or a Fireball
spell. When you are subjected to an effect that allows
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Greater Mist Walk As the clone is formed through your deep connection
to the Mist, it can fight alongside you without requiring
Starting at 18th level, as an action, you may use the actions to issue it commands. Acting on your turn, you
Teleport spell as though you have cast it, without may have the duplicate take the following actions, in
requiring spell components. If you target only yourself, addition to its move action:
you regain use of this ability after a long rest. If you target • The clone can take the attack action, including an extra
two or more creatures, you regain use of this ability after attack, and can take a bonus action to attack if you
1d6 days. were wielding two weapons when you created the
duplicate.
Mist Clone • The clone can interact with an object.
• The clone can Mist Walk up to half of your Mist Walk
At 20th level, you can shape the Mist around you to form distance as part of an action.
a tangible duplicate of yourself to aid you in combat. As • The clone can take the Help action
an action, choose an unoccupied space within your Mist
Walk Distance. A clone of yourself appears in that square The clone cannot speak or take any additional actions,
and is physically identical to you in appearance, including reaction, or bonus actions other than the ones listed
carried equipment— with the exception that all carried above, except actions taken in attempt to free itself from
equipment on the clone has no magical properties. This a spell or condition— like escaping a grapple or trying to
ability lasts for 1 minute and cannot be used again until break free from a Web spell.
you finish a long rest. If the clone’s hit points drop to 0 or if a spell or
The clone’s ability scores, hit points, proficiency effect would cause it to no longer be on the same plane
bonus and AC are identical to your stats at the moment of exsistence as you, it is destroyed. It is also immune
of activating this ability, excluding any additional magic to being charmed, frightened, petrified, poisoned and
bonus(es) you might have had active— with the exception paralyzed.
that the damage it deals is magical for the purpose
overcoming resistance and immunity to nonmagical Mist Walker ConviCtions
attacks and damage.
In addition it uses your Intelligence modifier for all The mental fortitude and dedication it takes to become a
attack and damage rolls, and any attacks that the clone Mist Walker is incredibly demanding on those who truly
makes use only the base damage for the weapon it is wish to master the art in combat. As such, Mist Walkers
wielding, regardless if the weapon(s) you were wielding know that they must commit their focus on how best
had additional magical properties when activating this to harness the Mist’s extraordinary power to suit their
ability. individual capabilities.
For example, if you were wielding a magic +2
shortsword when activating this ability, the clone’s Conviction of the Blade
shortsword would be identical to yours in appearance, but
deal 1d6 magic damage. Some Mist Walkers believe that the Mist is a tool to gain
If the clone is required to make a saving throw, roll an advantage over their foes in combat. It allows them to
a d20 and add your Intelligence modifier to determine strike hard at a specific target to confuse their enemies.
whether it succeeds or fails. By cutting the head off of the snake for an enemy force,
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the remaining opponents often become panicked and been marked this way, you deal an additional 1d10 force
disorganized, making them much easier to deal with. damage.
Thus by focusing their time to master the blade, they can
truly become deadly warriors on the battlefield. Devastating Assault
Starting at 15th level, you can make a calculated strike
Additional Shroud Ability against a foe in an attempt to exploit their defenses. As a
Starting at 3rd level, you gain the following additional bonus action you can make an Intelligence (Investigation)
Shroud Ability: check of DC 15 to study one creature you can see within
50 feet of you. You make this check at disadvantage if the
Forceful Jaunt (Shroud Ability) creature is an Aberration or a Construct. This check only
As bonus action, you may spend 3 Shroud Points to determines any openings in the target’s defense and does
choose one medium-sized or smaller creature you can not yield any additional information like resistances the
see within 5 feet of you. The target must succeed on a creature may have. This effect ends at the end of combat.
Dexterity saving throw or it is teleported through the The next time you successfully hit the target with
Mist to another empty square you can see within half your a weapon attack, you deal an additional 12d10 force
current Mist Walk Distance, that you choose. damage. Once you have successfully triggered the
When the target appears at the chosen space, any additional force damage, you may not use this ability again
creatures within 5 feet may use their reaction to make a until you finish a short rest.
single attack against the target. If the target succeeds it’s
saving throw, nothing happens. Conviction of the Mind
Violent Jaunt Some Mist Walkers believe that only by strengthening
Beginning at 3rd level whenever you score a critical hit on their allies, can they achieve total dominance over their
a medium-sized or smaller creature, you may immediately opponents. These Mist Walkers spend countless hours
use Forceful Jaunt without expending any Shroud points. perfecting their ability to walk the Mist— so much so that
The target still attempts a saving throw. they gain the ability to guide their allies through the Mist,
and eventually their foes as well. For these Mist Walkers,
Mist Imbued Weapons the key to swift victory, is understanding the battlefield
Starting at 7th level, your weapons and ammunition in its entirety, and controlling the positioning and flow of
become become shrouded in a thin veil of mist when combat.
wielded. Your attacks count as magical for the purpose
of overcoming resistance and immunity to nonmagical Additional Shroud Abilities
attacks and damage. Starting at 3rd level, you gain the following additional
Shroud Abilities:
Misty Mark
At 11th Level, as an action you make a single attack. If Oppressive Haze (Shroud Ability)
successful, you mark the target with mist only you can As bonus action, you may spend 3 Shroud Points to
see. If the target moves more than 150 feet from you choose one creature you can see within 10 feet of you.
the mark disappears. Whenever you hit a target that has The target must succeed on a Wisdom saving throw or
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else it is surrounded in an oppressive gray mist, which Tenacious Mind
lasts for 1 minute. Beginning at 3rd level, you can now recuperate your
An affected target's speed is halved, it takes a −2 expended Shroud Points after a short rest once per day.
penalty to AC and Dexterity saving throws, and it can't
use reactions. On its turn, it can use either an action or Calculated Exchange
a bonus action, not both. Regardless of the creature's
abilities or magic items, it can't make more than one Beginning at 3rd Level, as an action, choose two willing
melee or ranged attack during its turn. medium sized or smaller creatures that you can see within
If the creature attempts to cast a spell with a casting half your Mist Walk Distance. Those creatures swap
time of 1 action, roll a d20. On an 11 or higher, the spell places. This does not provoke an opportunity attack for
doesn't take effect until the creature's next turn, and the the moved creatures.
creature must use its action on that turn to complete the
spell. If it can't, the spell is wasted. Veiled Ferry
A creature affected by this ability makes another Beginning at 7th level, you touch a willing creature and
Wisdom saving throw at the end of its turn. On a can have them accompany you when you Mist Walk. The
successful save, the effect ends for it. target must be medium size or smaller, and appears in an
unoccupied square next to your target square. If there isn’t
Disarming Mist (Shroud Ability) an unoccupied space within 5 feet of your arrival point,
As a bonus action, whenever you hit a creature with an the target is moved to the nearest unoccupied square and
attack, you may spend 2 Shroud Points to attempt to takes 2d6 points of force damage, for every 5 feet it is
disarm your opponent using the Mist to aid you. The forced to move.
target makes a Dexterity (Acrobatics) check to avoid The creature has advantage on the next attack it makes
having a weapon that it is currently wielding be teleported before the end of its next turn. You can use this ability
through the Mist to a space of your choosing within a number of times per day equal to your Intelligence
30 feet. If the target succeeds its saving throw, nothing modifier.
happens. When you reach 13th level in this class, you can use
this ability a number of times per day equal to twice your
Intelligence modifier.
Obstructing Shroud (Shroud Ability)
As a bonus action, you may spend 2 Shroud Points to
choose one large size or smaller creature you can see
within 10 feet of you. The target must succeed on a
Constitution saving throw or else it has disadvantage on
attacks until the end of its next turn.
Swift Guidance
As a bonus action, choose any number of creatures you
can see within your Mist Walk Distance. You may spend 1
Shroud Point per target to give them an additional 15 feet
of movement speed until the end of their next turn.
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Vigilant Response Walkers frequently become obsessed with unraveling the
At 11th level, your ability to track multiple enemies Mist’s secrets and often feel a call to explore the ruins of
on the battlefield is uncanny. Whenever a creature lost civilizations and ancient tombs in search of unlocking
within 30 feet of you, that you can see and hear, begins its mystery.
to cast a spell, you can use your reaction to teleport to
an unoccupied space next to the target and make a single Additional Shroud Ability
attack against them. If you hit, the target must make a Starting at 3rd level, you gain the following additional
Constitution saving throw as normal or lose the spell. Shroud Ability:
You cannot use this ability again until you complete a
short rest.
Soothing Mist (Shroud Ability)
As an action you can spend 3 Shroud Points to cause a
Veiled Subterfuge cooling mist to surround you and your allies. Choose a
Beginning at 15th level, whenever an ally that you can see number of creatures within 10 feet of you. They gain a
that is within your Mist Walk Distance is the target of number of hit points equal to your Intelligence modifier.
an attack, after the die is rolled, but before the Dungeon This number increases to twice your Intelligence
Master declares whether the hit was successful, you can, modifier when you reach 9th level, and three times your
as a reaction attempt to swap the places of that ally and Intelligence modifier at 15th level.
another creature of your choice— potentially having the
new creature take the attack instead. Vanishing Step
Choose one medium sized or smaller creature within At 3rd level, whenever you Mist Walk as part of your
your Mist Walk Distance that you can see. If the target is movement, you may immediately attempt to hide as a
a willing target, switch the target’s position with your ally. bonus action.
Then, apply the original attack to the new creature, using
its AC to determine the success or failure of the attack. If
it hits, the attack deals damage to the new creature and Vital Transference
applies any additional abilities, conditions, saving throws, Beginning at 3rd level you have learned to tap into the
etc. to the new creature as normal. more mystic forces of the Mist to aid your allies at the cost
If the target is an unwilling creature, it must succeed a of your own life essence. As an action you may touch one
Wisdom saving throw or be forced to swap places with creature and transfer part of your life force to them. Roll
your ally and take the attack. Once you have used this 1d6 and add your Intelligence modifier, the target creature
ability, you cannot use it again until you complete a short regains hit points equal to the total. You then take 1d6
rest. necrotic damage, this damage may not be prevented in
any way. If the necrotic damage would reduce your hit
Conviction of the Shroud points to 0, you drop to 1 hit point instead and your target
receives no healing benefit from this ability.
The amount of life force you can transfer to your allies
Some Mist Walkers delve so deeply into their studies of with this ability increases as you level. When reaching
the Mist, that they learn to manifest its raw energy with 7th level, you may choose to roll 2d6 for both rolls instead
added effects. These Mist Walkers manipulate the mist of 1d6, at 11th level you may choose to roll up to 3d6 for
to their advantage and push the boundaries of its true each roll, at 15th level you may choose to roll up to 4d6
capabilities. As much scholars as warriors, these Mist for both rolls, and at 19th level you may choose to roll up
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to 5d6 for each roll. You still add the Intelligence modifier equal to your Intelligence modifier.
to the amount of hit points the target gains if you decide
to add additional dice this way. Dauntless Mist
You may use this ability a number of times per day Starting at 15th level, you can harness the raw power
equal to twice your Intelligence modifier. of the Mist to bolster you and your allies. As an action
choose a number of creatures equal to your Intelligence
Toxic Mist modifier within your Mist Walk Distance. Those
At 7th level, as an action you can exude a wave of creatures become sheathed in a dark purple mist.
poisonous green mist around you. You create a 30 foot Whenever one of those creatures starts their turn
sphere of mist centered on your space that lasts for 1 within half your Mist Walk Distance from you, that
minute. creature gains a +2 bonus to their AC, and additional
Each creature that is completely within the mist at 1d4 temporary hit points, and they cannot be magically
the start of its turn must make a Constitution saving slowed. This effect lasts for 1 minute.
throw or become unable to breathe, while coughing and Once you use this feature, you must finish a short or
gasping uncontrollably. A creature affected in this way is long rest before you can use it again.
incapacitated and suffocating. Creatures that don't need to
breathe or are immune to poison automatically succeed on Multiclassing as a Mist Walker
this saving throw.
A moderate wind (at least 10 miles per hour) disperses
the mist after 3 rounds. A strong wind (at least 20 miles In order to meet the prerequisites for Multiclassing into a
per hour) disperses it after 1 round. Mist Walker you must have either a Strength or Dexterity
You may use this ability a number of times per day score of at least 13, and you must have an Intelligence
equal to twice your Intelligence modifier. score of at least 13.
When you multiclass into Mist Walker from another
class you gain proficiency with Short Swords, Scimitars,
Vampiric Transference Rapiers and the Poisoner’s Kit.
Beginning at 11th level, as an action you can manifest a
brief wave of necrotic mist around you. You create a 30
foot sphere of mist centered on your space that lasts for 1
round.
Choose any number of creatures within the affected
area. Those creature must succeed a Constitution saving
throw or have their life force ripped from them. Each
target takes 4d6 necrotic damage on a failed save, or half
as much damage on a successful one.
Then, any number of creatures within the mist may ain
hit points equal to the total damage dealt by this ability.
The total number of hit points gained this way, must
be divided among the new targets, in a manner of your
choosing.
You may use this ability a number of times per day
Scott Pyles (Order #26819287)
Mist Walker
Credits
Design
Cody C. Lewis
Additional Design
Daniel Lewis, Michael Hunt
Editing and Layout
Cody C. Lewis
Art
Kim Van Deun
www.youtube.com/taking20
www.taking20.net
[email protected]
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Scott Pyles (Order #26819287)
Scott Pyles (Order #26819287)
5e player supplement
Credits
P u b l i s h e r : Grim Press
A u t h o r : Trevor Armstrong
E d i t o r s : Joel Hastings & Max Hickson
A r t : Clarke, Dusint, Kingkostas
The Grave Warden is a Dungeons and Dragons 5th Edition compatible class deigned as a supplement for players and game
masters to use in their adventures. This class is compliant with the Open Game License ( OGL) located on last page of this
product.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a,
Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue,
plots, stor ylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game
Content or are in the public domain are not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Grimlore
Entertainment product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of
this work other than the material designated as Open Game Content may be reproduced in any form without written permission.
Copyright © Grim Press 2020
Scott Pyles (Order #26819287)
Grave Warden Obsession with the Dark Arts
Most practitioners of the necromantic arts share one
With a grimoire clutched in his right hand, the elderly human
over whelming commonality; a lifelong search for the secrets
pauses as chills run down spine while he stands in the
of undeath. This search becomes an obsession for the Grave
aftermath of battle. He closes his eyes to dull the noises of
Warden, who forsake any sort of social life to study endlessly
moans from his injured companions, as a bright light engulfs
and tr y to quench their endless thirst for master y of the dark
his party. His allies, living comrades and undead subjects
arts. Those who truly wish to embrace these arts can choose
alike, are healed.
a dangerous way to connect with the undead, completing an
Crouching on the floor of a dimly lit dungeon, a gnome
ancient and forbidden ritual hidden in the darkest tomes that
reads from his grimoire while reaching into a small pouch.
mortal eyes may happen upon. They must leave the dark
Pulling out a pinch of bone dust and speaking a small
rooms of their studies, conquer real foes, and attain the
incantation, he blows the dust over a fallen enemy corpse
experience necessar y to truly understand a master y of
from their recent battle. To the horror of his adventuring
Necromancy. With that master y, they can construct undead
party, a spirit raises up out from the creature's chest. It
ser vants to ser ve along side them.
lingers a moment, then heads off in the direction of its new
Masters of the Necrotic Magic
master's outstretched arm that is pointing further into the
depths of the dungeon.
A young half-elf focuses on her incantation as a bilious
Grave Wardens are arcane casters who draw on necromantic
cloud swirls around her. The pallid wind's kiss leaves soft rot lore that provides a macabre power all its own. Some aspire
on wood and sickly mold on the stone walls and floor of the to live forever, effectively becoming immortal. Others are
dungeon. Before her, a squad of hobgoblins fall to their knees
fascinated with death and what happens to souls that are
in a coughing fit, their metal armour rusting away as pustules
unable to pass into the afterlife. Some grave wardens seek to
and cysts appear on their flesh. Moments pass before the gain power through raising an army of once fallen soldiers to
hobgoblins labour back to their feet as risen undead, staring continue the battle once more. With this obsession to learn
blankly at the elf while they wait for their first command.
ever y thing there is to know about the necromantic arts, a
The grave warden is a magic user obsessed with the study
sacrifice happens as the grave warden becomes uninterested
of life and death. They specialise in spells and incantations in other types of magic, except for a select few spells they feel
that allow them to harness the ver y life-force that flows can help them reach their goals faster. As a result, grave
through all creatures. Where a life-force is not present, they
wardens have a ver y small subset of arcane spells to draw
are able to instill a mimicr y of foul life, rising these dead
upon. This lack of breadth is offset by the unique abilities
creatures from their once peaceful earthen resting places. they gain while studying their undead subjects.
Scott Pyles (Order #26819287)
3
The Grave Warden
Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Bulwark of the Undead, Spellcasting, 3 2 — — — — — — — —
Requiem of Souls
2nd +2 Dark Mending, Death's Whisper 3 3 — — — — — — — —
3rd +2 Requiem feature 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 — 4 4 3 2 — — — — — —
6th +3 Deathless Vigor, Requiem feature 4 4 3 3 — — — — — —
7th +3 — 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 — 4 4 3 3 3 1 — — — —
10th +4 Thrall's Boon, Requiem feature 5 4 3 3 3 2 — — — —
11th +4 — 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 1 1 — —
14th +5 Requiem feature 5 4 3 3 3 2 1 1 — —
15th +5 — 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 Undead Acclimation 5 4 3 3 3 3 1 1 1 1
18th +6 Necromastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Rebuke the Grave 5 4 3 3 3 3 2 2 1 1
Creating a Grave Warden Class Features
Creating a grave warden character benefits from a backstor y
As a grave warden, you gain the following class features.
involving an encounter with an undead creature. How did
Hit Points
your character first come into contact with the undead? Why
did you become fascinated with them? Why have you devoted
H i t D i c e : 1d8 per grave warden level
large amounts of time to studying them?
H i t P o i n t s a t 1 s t L e v e l : 8 + your Constitution modifier
What then drew you forth from this life of study? Do you
H i t P o i n t s a t H i g h e r L e v e l s : 1d8 (or 5) + your Constitution
want to find that a specific undead creature? Maybe you want
modifier per grave warden level after 1st
to gain a better understanding of necromantic magic? Have
Proficiencies
you received word of a sealed cr ypt not yet plundered?
Perhaps you seek immortality and learning about the undead
A r m o r : None
will help you uncover the answer to this secret.
We a p o n s : Daggers, light hammers, sickles, quarterstaffs
Quick Build To o l s : None
S a v i n g T h r o w s : Constitution, Intelligence
S k i l l s : Choose two from Arcana, Deception, Histor y,
You can make a grave warden quickly by
Intimidation, Investigation, Medicine, and Religion
following these suggestions. First, Intelligence
Equipment
should be your highest ability score, followed
by Constitution. Second, choose the sage
You start with the following equipment, in addition to the
background. Third, choose the two cantrips
equipment granted by your background:
provided by your Requiem's Expanded Spell
(a) a quarterstaff or (b) a dagger
List and spare the dying, along with the
(a) a component pouch or (b) an arcane focus
following 1st-level spells: false life, inflict
(a) a scholar's pack or (b) a priest's pack
wounds, and ray of sickness.
A grimoire
4
Scott Pyles (Order #26819287)
Bulwark of the Undead Spellcasting Ability
Intelligence is your spellcasting ability for your grave warden
At 1st level, you learn to harness the gifts possessed by the
spells, since you learn your spells through dedicated study
undead creatures in your company. You gain immunity to
and memorization. You use your Intelligence whenever a
disease and while you are wearing no armor and are not
spell refers to your spellcasting ability.
wielding a shield, your AC equals 13 + your Constitution
In addition, you use your Intelligence modifier when setting
modifier as your skin becomes as hard as bone.
the saving throw DC for a grave warden spell you cast and
Spellcasting when making an attack roll with one.
S p e l l s a v e D C = 8 + your proficiency bonus + your
As a student of necromantic magic, you have obtained a
Intelligence modifier
grimoire containing spells dealing with the dark arts. At first,
your ability to understand the scripture in this tome is limited.
S p e l l a t t a c k m o d i f i e r = your proficiency bonus + your
However, you are told that through devoted study and
Intelligence modifier
practice you will be able to decipher more of the pages, and
Ritual Casting
the potency of the spells available to you will become
formidable. Unlike more traditional arcane casters, you are
You can cast a necromancy spell as a ritual if that spell has
unable to learn spells from schools of magic other than
the ritual tag, as the spell is in your grimoire. You don't need
necromancy unless they are granted by your chosen requiem.
to have the spell prepared.
See the Grave Warden Spell List on page 13 of this book.
Cantrips Spellcasting Focus
You can use an arcane focus (found in chapter 5) as a
At 1st level, you know three cantrips of your choice from the
spellcasting focus for your grave warden spells. Your Undead
grave warden spell list. You learn additional grave warden
Graft, obtained at 3rd level, becomes your spellcasting focus.
cantrips of your choice at higher levels, as shown in the
Learning Spells of 1st Level and Higher
Cantrips Known column of the Grave Warden table.
Grimoire Each time you gain a grave warden level, you are able to
decipher more of your grimoire. When you gain a new spell
At 1st level, you obtain a tome containing all of the currently
slot level, you are able to understand and cast the
known necromancy spells in the realm. There are a few blank
corresponding level of spells if you have them prepared.
pages at the back of the grimoire, allowing you to inscribe any
Replacing a Grimoire
requiem spells you learn during your travels when you
choose which requiem path to follow.
Your grimoire is an ancient tome that was given to you and is
The spells that you decipher in your grimoire as you gain
thus practically irreplaceable.
levels reflect the research you conduct on your own, as well
However, you are able to copy a spell from your own
as intellectual breakthroughs you have had while dealing
grimoire into another tome - for example, if you want to make
with undead.
a backup copy of your grimoire. This is a lengthy and
Preparing and Casting Spells painstaking process, particularly for the spells you have not
yet deciphered and used.
The Grave Warden table shows how many spell slots you
For spells you are able to cast, coping the spell is just like
have to cast your spells of 1st level and higher. To cast one of
scribing onto a scroll, but faster and easier, since you
these spells, you must expend a slot of the spell's level or
understand the notation and already know how to cast the
higher. You regain all expended spell slots when you finish a
spell. You need spend only 1 hour and 10 gp. for each level of
long rest.
the copied spell.
You prepare the list of necromancy spells that are available
For spells you cannot yet cast, the process is much more
for you to cast. To do so, choose a number of grave warden
difficult. To retain the incantation's meaning, you must copy it
spells from your grimoire equal to your Intelligence modifier
exactly. To do so, you may make an arcana check against a
+ your grave warden level (minimum of one spell). The spells
DC 15 for second levels spells. This DC further increases by
must be of a level for which you have spell slots.
2 for ever y additional spell level you wish to transcribe.
For example, if you're a 3rd-level grave warden you have
For this reason, it is ver y rare for
four 1st-level and two 2nd-level spell slots. With an
a grave warden to make copies of
Intelligence of 16, your list of prepared spells can include six
their grimoire; rather choosing to
spells of 1st or 2nd level, in any combination, chosen from
value it above all their other
your grimoire. If you prepare the 1st-level spell inflict
material possessions.
wounds, you can cast it using a 1st-level or a 2nd-level slot.
The Grimoire’s
Casting the spell doesn't remove it from your list of prepared
Appearance
spells.
You can change your list of prepared spells when you finish
A grave warden's grimoire tends
a long rest. Preparing a new list of grave warden spells
to don runes inlaid into a black
requires time spent studying your grimoire and memorizing
leather cover, which symbolize
the incantations and gestures you must make to cast the
the dark magic contained
spell: at least 1 minute per spell level for each spell on your
within.
list.
5
Scott Pyles (Order #26819287)
Requiem of Souls Deathless Vigor
The study of the dark arts is ancient, stretching back to the At 6th level, your body becomes more akin to the undead you
earliest discoveries of magic. It is firmly established in the keep in your cohort. You become resistant to necrotic
realm. damage.
At 1st level, choose which requiem you will follow; shaping Additionally, you are able to reroll a failed Constitution
your understanding of dark magic through their practice. saving throw but must take the second result. You can use
These requiems are called: Requiem of the Ash, Requiem of this feature a number of times equal to your Constitution
the Frigid, Requiem of the Haunt, and Requiem of the Torpor. modifier (a minimum of once). You regain expended uses
Each is detailed at the end of the class description. when you finish a long rest.
Your choice grants you requiem spells and other features
Thrall's Boon
when you choose it at 1st level. It also grants you an undead
graft feature specific to your requiem at 3rd level, and
At 10th level, the bond you share with your undead ser vant
additional benefits at 6th, 10th, and 14th levels.
strengthens. Using your action, you are able to command
Dark Mending your ser vant to use its reaction to touch a creature within 5
feet of it, delivering any of your spells or abilities with a range
Beginning at 2nd level, you are able heal your wounds and the of touch.
wounds of undead creations you have created by channeling You may use your combat statistics in place of your
forbidden necromantic energies. When you or an undead ser vant's if they are greater.
creature under your control that you can see within 60 feet of
Undead Acclimation
you is hit with an attack but before the damage is rolled, you
can use your reaction to heal the target for an amount equal
By 17th level, you have spent so much time dealing with
to one Dark Mending die, a d6. If the target creature is your
undead and the powers of animation that you gain prowess
undead ser vant, it is healed for double the amount.
over some of their most predominant effects.
You can use this feature a number of times equal to your
When you are hit with an attack that deals critical damage,
Intelligence modifier (a minimum of once). You regain any
the attack does normal damage instead. Additionally, you are
expended uses when you finish a long rest.
immune to necrotic damage and your hit point maximum
Your Dark Mending die changes when you reach certain
cannot be reduced.
levels in this class. The die becomes a d8 at 5th level, a d10 at
Necromastery
10th level, and a d12 at 15th level.
Death's Whisper At 18th level, you have gained master y over certain
necromancy spells, allowing you to cast them at will.
Starting at 2nd level, you gain the ability to cast speak with
Choose a 1st-level grave warden spell and a 2nd-level grave
dead as a ritual. Once you use this feature, you can't use it
warden spell that are in your grimoire and belong to the
again until you finish a long rest.
necromancy school of magic. You can cast those spells at
Also, the undead who lurk in the dark begin to lose their
their lowest level without expending a spell slot when you
myster y. You gain darkvision out to 60 feet (if you already
have them prepared. If you want to cast either spell at a
have darkvision, its effective distance is increased by 30 feet),
higher level, you must expend a spell slot as normal.
you become proficient with the Religion skill if you are not
By spending 8 hours in study, you can exchange one or
already and you have advantage on all Religion skill checks if
both of the spells you chose for different spells of the same
they are related to the undead.
levels.
Ability Score Improvement
Rebuke the Grave
When you reach 4th level, and again at 8th, 12th, 16th, and
At 20th level, when you take a single source of damage that
19th level, you can increase one ability score of your choice
would knock you unconscious or kill you outright, you may
by 2, or you can increase two ability scores of your choice by
use this feature as a reation to take no damage instead.
1. As normal, you can't increase an ability score above 20
You can choose to allow your ser vant to use this ability with
using this feature.
its reaction instead of yourself. Once you use this feature, you
cannot do so again until you complete a long rest.
6
Scott Pyles (Order #26819287)
Requiem of Souls in part by your level. Your ser vant uses your proficiency bonus
Your skeleton has abilities and game statistics determined
rather than its own. The proficiency bonus applies to the
"Ever y thing that grows will wither and die" is the essence of
areas where it would normally.
all creation as understood by grave wardens, but their
methods for acting upon this ideal differs greatly. Grave
Ke e p i n g Tr a c k o f P r o f i c i e n c y. When you gain your ser vant
wardens are able to focus their studies into different
at 1st level, its proficiency bonus matches yours at +2. As you
specializations, called requiems. While all grave wardens can
gain levels and increase your proficiency bonus, remember
summon the dead to fight for them, some are able to draw on
that your ser vant's proficiency bonus improves as well, and is
life force and use it to strengthen or heal themselves and
applied to the following areas: ability saving throw DC,
their allies, some harness winter's fur y or blend in and even
proficient skills, proficient saving throws, and attack bonus.
control the shadows and the horrifying creatures that cast
light aside, while others spread decay and undeath upon their
H i t P o i n t s , A b i l i t y S c o r e s & S k i l l P r o f i c i e n c y. For each
foes and effortlessly raise them as undead abominations.
grave warden level you gain after 1st, your ser vant gains an
Requiem of the Ash additional hit die and increases its hit points accordingly.
Whenever you gain the Ability Score Improvement class
feature, your ser vant's abilities also improve. Your ser vant
Requiem of the Ash Grave Wardens focus on the ebbs and
can increase one ability score of your choice by 2, or it can
flows of life and death. They feel most comfortable
increase two ability scores of your choice by 1. As normal,
surrounded by armies made of bone, and have expanded
your ser vant can't increase an ability score above 20.
their prowess to utilize rudimentar y flame magic to aid in the
process of turning creatures to ash, feeding the regrow th
A l i g n m e n t & P e r s o n a l i t y Tr a i t s . Your ser vant shares your
process.
alignment and ideal. Its bond, trait, and flaw are decided by
Expanded Spell List (ash) you upon its creation. Here is an example:
B o n d. I would gladly give my life for my beloved master.
This requiem lets you choose from an expanded list of spells
Tr a i t . I'm dauntless in the face of adversity.
when you learn a new spell. The following spells are added to
F l a w. I tend to lose some of the bones that were used to
the grave warden spell list for you.
create me, forcing my master to always search for more.
Spell Level Spell Name
Undead Graft (skeletal)
Cantrip fire bolt, mending, resistance
Upon reaching 3rd level, you graft a necrotic rune into your
1st bless, burning hands, cure wounds arm. After 24 hours, the flesh dissolves from your arm,
2nd lesser restoration, scorching ray leaving behind a skeletal appendage.
Your undead graft becomes a spellcasting focus for your
3rd mass healing word, tongues
magic, allowing you to cast spells with it and ignore material
4th banishment, freedom of movement components that do not have a cost. Also, your graft is
5th creation, reincarnate considered to be a simple weapon that you are proficient
with, which deals 1d8 necrotic damage. When attacking with
6th disintegrate the graft, you can use your Strength or Intelligence modifier
7th regenerate for the attack and damage rolls.
At 6th level, your graft counts as magical and gains a +1
8th power word stun
bonus to melee attacks and damage. This increases to a +2
bonus at 12th level and a +3 bonus at 16th level.
Undead Servant (dust skeleton)
Paralyzing Touch
At 1st level, you forge an Ashen Bond with the undead,
At 6th level, when you make a melee attack using your
allowing you to use your magic to animate an undead ser vant
undead graft against a target, it can cause paralysis. On a
in the form of a dust skeleton (stats on pg. 14).
With 8 hours of work, a pile of bones and a small sacrifice successful attack, the target takes an additional 2d8 necrotic
damage and must succeed on a Constitution saving throw
of your own blood, you complete a ritual that imbues the
against your spell save DC or become paralyzed for 1 minute.
bones with a foul mimicr y of life, raising it as an undead
The target can repeat the saving throw at the end of each of
creature to become your faithful ser vant.
If your ser vant is ever slain, the magical bond you share its turns, ending the effect on itself on a success.
You can use this feature once per long rest at 6th level. You
allows you to return it to life. With 8 hours of work and the
gain an additional use at 14th level. Expended uses are
expenditure of 25 gp. worth of rare bone dust, you again
regained when you finish a long rest.
enchant the pile of bones with magic to restore it to
sentience. You can return the skeleton to undeath in this
Greater Undead Servant
manner even if you do not possess all the remaining parts of
At 10th level, your understanding of necromantic magic
its body.
allows you strengthen your ser vant's power. Your ser vant
Ashen Bond gains two feats of your choosing from the following list: Alert,
Charger, Moderately Armored, Resilient, Savage Attacker, or
U n d e a d S e r v a n t . Your skeleton obeys your commands as
Skulker (PHB pg.165).
best it can. It rolls for initiative like any other creature, but
you determine its actions, decisions, attitudes, and so on. If
you are incapacitated or absent, your ser vant acts on its own.
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Reanimation Ossien Armor
At 10th level, you gain the ability to focus your energy and At 14th level, a touch from your skeletal graft can
reanimate your ser vant, forgoing the typical process. As a momentarily encase a target in bone to mitigate damage from
reaction, if your dust skeleton ser vant is within 120 feet of an incoming attack. As a reaction, you can half the damage
you and dies, you are able to return a foul mimicr y of life, from a single source for a willing creature or target that you
raising it with half of its total hit points. can see within 5 feet.
Once you have used this feature, you cannot do so again You can use this feature a number of times equal to your
until you finish a long rest. Intelligence modifier (a minimum of once). You regain
expended uses when you finish a long rest.
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Requiem of the Frigid Whenever you gain the Ability Score Improvement class
feature, your ser vant's abilities also improve. Your ser vant
Requiem of the Frigid Grave Wardens bring a cold gripping
can increase one ability score of your choice by 2, or it can
death to their foes. Harnessing the chill of winter, they are increase two ability scores of your choice by 1. As normal,
able conjure ice and snow on a whim. your ser vant can't increase an ability score above 20.
Expanded Spell List (frigid) A l i g n m e n t & P e r s o n a l i t y Tr a i t s . Your ser vant shares your
alignment and ideal. Its bond, trait, and flaw are decided by
This requiem lets you choose from an expanded list of spells
you upon its creation. Here is an example:
when you learn a new spell. The following spells are added to
B o n d : I would gladly give my life for my beloved master.
the grave warden spell list for you.
Spell Level Spell Name Tr a i t : I actively seek out snowly places.
F l a w : A dislike the warmth and resist if my master forces
Cantrip ray of frost, resistance, thaumaturgy me to leave the cold.
1st armor of agathys, ice knife, sleep
Undead Graft (frostbite)
2nd gust of wind, hold person Upon reaching 3rd level, you graft a necrotic rune into your
3rd sleet storm, slow arm. After 24 hours, your arm succumbs to deep frostbite,
4th control water, ice storm leaving behind a dead dark-purple appendage.
Your undead graft becomes a spellcasting focus for your
5th cone of cold, conjure elemental (water) magic, allowing you to cast spells with it and ignore material
6th freezing sphere components that do not have a cost. Also, your graft is
considered to be a simple weapon that you are proficient
7th simulacrum
with, which deals 1d8 necrotic damage. When attacking with
8th control weather the graft, you can use your Strength or Intelligence modifier
for the attack and damage rolls.
Undead Servant (frozen ghost) At 6th level, your graft counts as magical and gains a +1
bonus to melee attacks and damage. This increases to a +2
At 1st level, you forge an Glacial Bond with the undead,
bonus at 12th level and a +3 bonus at 16th level.
allowing you to use your magic to animate one undead
Chilling Touch
ser vant in the form of a frozen ghost (stats on pg. 15).
With 8 hours of work, a handful of ice and a small sacrifice
At 6th level, when you make a melee attack using your
of your own blood, you complete a ritual that pulls a soul back
undead graft against a target, it can cause paralysis. On a
from the afterlife and binds it into ser vitude as your faithful
successful attack, the target takes an additional 2d8 necrotic
ser vant.
damage and must succeed on a Constitution saving throw
If your ser vant is ever slain, the magical bond you share
against your spell save DC or suffer two levels of exhaustion.
allows you to return it to life. With 8 hours of work and the
If the target failed its save by 10 or more, it suffers three
expenditure of 25 gp. worth of rare bone dust, you can again
levels of exhaustion instead.
preform a ritual to pull your ser vant back to the material
You can use this feature once per long rest at 6th level. You
plane.
gain an additional use at 14th level. Expended uses are
Glacial Bond regained when you finish a long rest.
Greater Undead Servant
U n d e a d S e r v a n t . Your ghost obeys your commands as best it
can. It rolls for initiative like any other creature, but you
At 10th level, your understanding of necromantic magic
determine its actions, decisions, attitudes, and so on. If you
allows you strengthen your ser vant's power. Your ser vant
are incapacitated or absent, your companion acts on its own.
gains two feats of your choosing from the following list: Alert,
Your ghost has abilities and game statistics determined in
Dungeon Delver, Mobile, Obser vant, Resilient, or Skulker
part by your level. Your ser vant uses your proficiency bonus
(PHB pg.165).
rather than its own. The proficiency bonus applies to the
areas where it would normally. Splinter the Ice
Starting at 10th level, if your frozen ghost ser vant deals
Ke e p i n g Tr a c k o f P r o f i c i e n c y. When you gain your ser vant
damage to a creature, you may use your reaction to deal 2d6
at 1st level, its proficiency bonus matches yours at +2. As you
cold damage to the target if it is within 30 feet of you.
gain levels and increase your proficiency bonus, remember
You can use this feature a number of times equal to your
that your ser vant's proficiency bonus improves as well, and is
Intelligence modifier (a minimum of once). You regain
applied to the following areas: ability saving throw DC,
expended uses when you finish a long rest.
proficient skills, proficient saving throws, and attack bonus.
Chilled to the Bone
H i t P o i n t s , A b i l i t y S c o r e s & S k i l l P r o f i c i e n c y. For each
At 14th level, whenever you deal cold damage to a target, it
grave warden level you gain after 1st, your ser vant gains an
additional hit die and increases its hit points accordingly. must make a Constitution saving throw or have its movement
speed halved until the end of its next turn. This feature
happens after other movement impairing effects have been
applied.
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Requiem of the Haunt Whenever you gain the Ability Score Improvement class
feature, your ser vant's abilities also improve. Your ser vant
Requiem of the Haunt grave wardens live in the shadows.
can increase one ability score of your choice by 2, or it can
They are able to spread their influence to snuff out light and increase two ability scores of your choice by 1. As normal,
enjoy terrifying their foes with thoughts of the unknown. your ser vant can't increase an ability score above 20.
Expanded Spell List (haunt) A l i g n m e n t & P e r s o n a l i t y Tr a i t s . Your ser vant shares your
alignment and ideal. Its bond, trait, and flaw are decided by
This requiem lets you choose from an expanded list of spells
you upon its creation. Here is an example:
when you learn a new spell. The following spells are added to
B o n d : I would gladly give my life for my beloved master.
the grave warden spell list for you.
Spell Level Spell Name Tr a i t : I prefer dark and chilly places.
F l a w : A strong wind can blow me away, forcing my master
Cantrip dancing lights, minor illusion, thaumaturgy to spend time searching for me.
1st bane, silent image, unseen servant
Undead Graft (mist)
2nd darkness, misty step Upon reaching 3rd level, you graft a necrotic rune into your
3rd blink, fear arm. After 24 hours, dark strands of mist seep out of the
4th hallucinatory terrain, phantasmal killer pours in your arm, lingering in the air around the appendage.
Your undead graft becomes a spellcasting focus for your
5th mislead, telekinesis magic, allowing you to cast spells with it and ignore material
6th wind walk components that do not have a cost. Also, your graft is
considered to be a simple weapon that you are proficient
7th etherealness
with, which deals 1d8 necrotic damage. When attacking with
8th feeblemind the graft, you can use your Strength or Intelligence modifier
for the attack and damage rolls.
Undead Servant (tenebrous shadow) At 6th level, your graft counts as magical and gains a +1
bonus to melee attacks and damage. This increases to a +2
At 1st level, you forge a Penumbra Bond with the undead,
bonus at 12th level and a +3 bonus at 16th level.
allowing you to use your magic to animate one undead
Dreadful Touch
ser vant in the form of a tenebrous shadow (stats on pg. 16).
With 8 hours of work, a burning incense and a small
At 6th level, when you make a melee attack using your
sacrifice of your own blood, you complete a ritual that pulls a
undead graft against a target, it can cause profound
soul back from the afterlife and binds it into ser vitude as your
trepidation. On a successful attack, the target takes an
faithful ser vant.
additional 2d8 necrotic damage and must succeed on a
If your ser vant is ever slain, the magical bond you share
Constitution saving throw against your spell save DC or its
allows you to return it to life. With 8 hours of work and the
Wisdom Ability Score is reduced by 2d4 and it is blinded
expenditure of 25 gp. worth of rare bone dust, you can again
until the target completes a short or long rest.
preform a ritual to pull your ser vant back to the material
You can use this feature once per long rest at 6th level. You
plane.
gain an additional use at 14th level. Expended uses are
Penumbra Bond regained when you finish a long rest.
Greater Undead Servant
U n d e a d S e r v a n t . Your shadow obeys your commands as
best it can. It rolls for initiative like any other creature, but
At 10th level, your understanding of necromantic magic
you determine its actions, decisions, attitudes, and so on. If
allows you strengthen your ser vant's power. Your ser vant
you are incapacitated or absent, your companion acts on its
gains two feats of your choosing from the following list: Alert,
own.
Mage Slayer, Mobile, Skilled or Skulker (PHB pg.165).
Your shadow has abilities and game statistics determined
in part by your level. Your ser vant uses your proficiency bonus Terror in the Night
rather than its own. The proficiency bonus applies to the
Starting at 10th level, if your tenebrous shadow ser vant deals
areas where it would normally.
damage to a creature, you may use your reaction to force the
target to succeed on a Wisdom saving throw or become
Ke e p i n g Tr a c k o f P r o f i c i e n c y. When you gain your ser vant
frightened of you until the end of its next turn if it is within 30
at 1st level, its proficiency bonus matches yours at +2. As you
feet of you.
gain levels and increase your proficiency bonus, remember
You can use this feature a number of times equal to your
that your ser vant's proficiency bonus improves as well, and is
Intelligence modifier (a minimum of once). You regain
applied to the following areas: ability saving throw DC,
expended uses when you finish a long rest.
proficient skills, proficient saving throws, and attack bonus.
Secrecy of Shadow
H i t P o i n t s , A b i l i t y S c o r e s & S k i l l P r o f i c i e n c y. For each
grave warden level you gain after 1st, your ser vant gains an Starting at 14th level, if you are hidden from a creature when
you cast a spell on it, the creature has disadvantage on any
additional hit die and increases its hit points accordingly.
saving throw it makes against the spell this turn. If the spell is
cast using your Thrall's Boon feature, only you need to be
hidden from the target, not your ser vant.
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Requiem of the Torpor Whenever you gain the Ability Score Improvement class
feature, your ser vant's abilities also improve. Your ser vant
Requiem of the Torpor Grave wardens drain the ver y energy
can increase one ability score of your choice by 2, or it can
out of their victims while spreading death and decay upon the increase two ability scores of your choice by 1. As normal,
battle field. your ser vant can't increase an ability score above 20.
Expanded Spell List (torpor) A l i g n m e n t & P e r s o n a l i t y Tr a i t s . Your ser vant shares your
alignment and ideal. Its bond, trait, and flaw are decided by
This requiem lets you choose from an expanded list of spells
you upon its creation. Here is an example:
when you learn a new spell. The following spells are added to
B o n d : I would gladly give my life for my beloved master.
the grave warden spell list for you.
Spell Level Spell Name Tr a i t : I don't find life outside the graveyard appealing.
F l a w : My master walks too quickly, leaving me behind.
Cantrip acid splash, poison spray, thaumaturgy
Undead Graft (decay)
1st create or destroy water, fog cloud, grease
Upon reaching 3rd level, you graft a necrotic rune into your
2nd acid arrow, protection from poison arm. After 24 hours, the flesh on your arm begins to rot,
3rd stinking cloud, water breathing forming pustules on the appendage.
4th death ward, giant insect Your undead graft becomes a spellcasting focus for your
magic, allowing you to cast spells with it and ignore material
5th cloudkill, hallow components that do not have a cost. Also, your graft is
6th disintegrate considered to be a simple weapon that you are proficient
with, which deals 1d8 necrotic damage. When attacking with
7th regenerate
the graft, you can use your Strength or Intelligence modifier
8th incendiary cloud for the attack and damage rolls.
At 6th level, your graft counts as magical and gains a +1
Undead Servant (rotting zombie) bonus to melee attacks and damage. This increases to a +2
bonus at 12th level and a +3 bonus at 16th level.
At 1st level, you forge a Perishing Bond with the undead,
allowing you to use your magic to animate one undead Weakening Touch
ser vant in the form of a rotting zombie (stats on pg. 17).
At 6th level, when you make a melee attack using your
With 8 hours of work, a corpse and a small sacrifice of your
undead graft against a target, it can cripple a foe. On a
own blood, you complete a ritual that enchants the corpse
successful attack, the target takes an additional 2d8 necrotic
with dark magic, raising it as an undead creature to become
damage and must succeed on a Constitution saving throw
as your faithful ser vant.
against your spell save DC or its Strength Ability Score is
If your ser vant is ever slain, the magical bond you share
reduced by 2d4 and it is poisoned until the target completes a
allows you to return it to life. With 8 hours of work and the
short or long rest.
expenditure of 25 gp. worth of rare bone dust, you again
You can use this feature once per long rest at 6th level. You
enchant a corpse with magic to restore it to sentience. You
gain an additional use at 14th level. Expended uses are
can return the zombie to undeath in this manner even if you
regained when you finish a long rest.
do not possess all the remaining parts of its body.
Greater Undead Servant
Perishing Bond
Starting at 10th level, your ser vant can make two attacks
U n d e a d S e r v a n t . Your zombie obeys your commands as best
when you command it to use the Attack action and its attacks
it can. It rolls for initiative like any other creature, but you
now count as magical for the purpose of overcoming
determine its actions, decisions, attitudes, and so on. If you
resistance and immunity to nonmagical attacks and damage.
are incapacitated or absent, your ser vant acts on its own.
Additionally, it gains two feats of your choosing from the
Your zombie has abilities and game statistics determined
following list: Athlete, Durable, Grappler, Heavily Armored,
in part by your level. Your ser vant uses your proficiency bonus
Heavy Armor Master, Resilient, or Tough (PHB pg.165).
rather than its own. The proficiency bonus applies to the
Undead Cohort
areas where it would normally.
Starting at 10th level, any zombie that you create with a
Ke e p i n g Tr a c k o f P r o f i c i e n c y. When you gain your ser vant
necromancy spell has 10 temporar y hit points upon creation.
at 1st level, its proficiency bonus matches yours at +2. As you
Additionally, your rotting zombie ser vant gains 10
gain levels and increase your proficiency bonus, remember
temporar y hit points whenever it makes an initiative roll.
that your ser vant's proficiency bonus improves as well, and is
Billowing Decay
applied to the following areas: ability saving throw DC,
proficient skills, proficient saving throws, and attack bonus.
At 14th level, if a humanoid dies while standing in a cloudkill
spell that you cast, they become a zombie under your control
H i t P o i n t s , A b i l i t y S c o r e s & S k i l l P r o f i c i e n c y. For each
grave warden level you gain after 1st, your ser vant gains an at the end of your next turn and obey your mental commands.
The only action they can take is the attack action, making one
additional hit die and increases its hit points accordingly.
melee attack. The zombies last for 1 minute, after which time
they collapse and die.
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Grave Warden Spells
Grave wardens forgo studying or training in other arcane
schools, preferring to specialize in necromancy. On page 13,
you can find a limited subset of spells available to the Grave
warden Spell List. However, it is intended that a l l
n e c r o m a n c y s p e l l s found in 5th edition compatible
supplements be included in the Grave warden's spell list,
such as those found in XGtE.
To supplement the limited number of necromancy spells
available in the 5th edition SRD, a spell tome called
Grimlore's Grimoire has been released on the DMs Guild.
Some of the spells within are from the Necromancy school of
arcane magic and ser ve as an excellent compliment to this
grave warden class.
Grimlore's Grimoire
As mentioned above, the G r i m P r e s s has released a pay
what you want spell compendium on the DMs Guild,
containing over 200 new spells for D&D 5th Edition. The
necromancy spells found within were created with the grave
warden in mind. While Grimlore's Grimoire is a valuable
resource for grave warden, always ask your GM before using
unofficial material in their game.
You can download this spell supplement for free from the
DMs Guild by clicking h e r e .
Multiclassing
Multiclassing allows you to gain levels in multiple classes.
See Chapter 6 in the PHB for more information.
Multiclassing Prerequisites
To qualify for the grave warden class, you are required to
have a minimum Intelligence of 13.
Multiclassing Proficiencies
When multiclassing into a grave warden, you do not gain any
additional proficiencies in armor or weapons.
New Character Options
Listed below are two new feats that can be used in addition
to those found in the 5e PHB (pg.165). A feat is a talent or an
area of specialization that give characters new abilities.
Rally the Dead
Undead creatures under your control have advantage on their
attacks rolls against a target if at least one of their allies is
within 5 feet of the creature, is not incapacitated and is also
an undead creature.
Siphon Life
Prerequisite: The ability to cast at least one spell
When you deal the killing blow to a foe using a necromancy
spell, you gain a number of temporar y Hit Points equal to
your grave warden level + your constitution modifier. You can
use this feature a number of times equal to your Constitution
modifier per long rest.
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Grave Warden Spell List
Cantrips (0 Level) Bestow Curse Harm
Chill Touch Feign Death Magic Jar
Spare the Dying Speak with Dead
Vampiric Touch 7th Level
1st Level Finger of Death
False Life 4th Level Resurrection
Inflict Wounds Blight
Ray of Sickness 8th Level *This spell list contains
5th Level Horrid Wilting only those spells found in
2nd Level Contagion Clone the 5e SRD. However it is
Blindness/Deafness Raise Dead intended that all
Gentle Repose 9th Level necromancy spells should
Ray of Enfeeblement 6th Level Astral Projection be on the Grave Warden's
Circle of Death True Resurrection spell list.
3rd Level Create Undead
Animate Dead Eyebite
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Ash Servant
Dust Skeleton
The Ash grave warden ser vant is a dust skeleton. Its skeletal
form makes it unable to benefit from certain equipment or
Medium undead, shares master's alignment
engage in two weapon fighting. It may use weapons or armor
granted by its proficiencies, even if they are magical in nature
Armor Class 13 (leather)
Hit Points 5 (1d8 + 1)
so long as they do not require attunement. It cannot use any
Speed 30 ft.
other magical equipment. The dust skeleton has the
following features:
Hit Points STR DEX CON INT WIS CHA
9 (-1) 15 (+2) 13 (+1) 7 (-2) 8 (-1) 6 (-2)
H i t P o i n t s a t 1 s t L e v e l : 5 (1d8 + 1).
H i t P o i n t s a t H i g h e r L e v e l s : 1d8 (or 4) + its Constitution
modifier per level.
Saving Throws Dex +4, Con +3
Proficiencies Skills Acrobatics +4, Stealth +4
Damage Vulnerabilities bludgeoning
A r m o r : Light armor
Damage Immunities poison
We a p o n s : Simple weapons, shortswords
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
To o l s : None
S a v i n g T h r o w s : Dexterity, Constitution
Languages Understands the languages of its master
but can't speak
S k i l l s : Acrobatics, Stealth
D r e d g e d B r e a t h D C : 8 + its Constitution modifier + its
Beguiling Appearance. While the skeleton remains
master's proficiency bonus
motionless, it is indistinguishable from a humanoid's
dusty remains.
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
damage.
Dredged Breath (1/Day). The skeleton exhales a 15-
foot cone of blinding dust. Each creature in that area
must succeed on a Dexterity saving throw or be
Blinded for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending
the effect on itself on a success.
Reactions
Ashen Shawl (Recharge 6). When targeted with an
attack, the skeleton can create a small dust storm
around itself that lasts until the start of its next turn.
While active, the dust storm imposes disadvantage
on attacks made against the skeleton for the
duration.
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Frigid Servant
Frozen Ghost
The Frigid grave warden ser vant is a frozen ghost. Its
incorporeal nature makes it unable to benefit from using
Medium undead, shares master's alignment
equipment. The frozen ghost has the following features:
Hit Points Armor Class 12
Hit Points 4 (1d8)
Speed 0 ft., fly 40 ft. (hover)
H i t P o i n t s a t 1 s t L e v e l : 4 (1d8).
H i t P o i n t s a t H i g h e r L e v e l s : 1d8 (or 4) + its Constitution
modifier per level.
Proficiencies STR DEX CON INT WIS CHA
1 (-5) 15 (+2) 11 (0) 10 (0) 12 (+1) 14 (+2)
A r m o r : None
We a p o n s : None
Saving Throws Dex +4, Cha +4
To o l s : None
Skills Intimidation +4, Stealth +4
S a v i n g T h r o w s : Dexterity, Charisma
Damage Vulnerabilities fire
S k i l l s : Intimidation, Stealth
Damage Resistances acid, lightning, thunder;
Te n d a n c y D C : 8 + its Charisma modifier + its master's
bludgeoning, piercing, and slashing from
nonmagical attacks
proficiency bonus
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Languages Any languages it knew in life
Chilling Presence. As a bonus action, the ghost can
chill the air around it within 10 feet for 1 round.
Small non-magical flames are extinguished in its
presence and water begins to freeze.
Harmony in Winter. In snowy terrain, the ghost can
cast invisibility at will as a bonus action. It can also
see perfectly in snowy conditions.
Soul Phasing. The ghost can pass through enemy
spaces as though they were difficult terrain, but
cannot end its turn in a space occupied by another
creature.
Warmth Sensitivity. While in areas above above 100
degrees Fahrenheit, the ghost has disadvantage on
attack rolls, saving throws and skill checks.
Actions
Ice Shard. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 30/120 ft., one creature. Hit: 4
(1d4 + 2) cold damage.
Freezing Drain (Recharge 6). Melee Spell Attack: +4 to
hit, reach 5 ft., one target. Hit: 7 (2d6) cold damage.
The ghost regains hit points equal to half the amount
of cold damage dealt.
Reactions
Tendancy (1/Day). When targeted with an attack, the
ghost can briefly possess the target's mind. The
attacker must succeed on a Wisdom saving throw or
be unable to attack the ghost for this round; the
attacker must choose a new target or else lose the
attack.
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Haunt Servant
Tenebrous Shadow
The Haunt grave warden ser vant is a tenebrous shadow. Its
amorphous nature makes it unable to benefit from using
Medium undead, shares master's alignment
equipment. The tenebrous shadow has the following
features:
Armor Class 12
Hit Points Hit Points 3 (1d8 - 1)
Speed 0 ft., fly 40 ft. (hover)
H i t P o i n t s a t 1 s t L e v e l : 3 (1d8 - 1).
H i t P o i n t s a t H i g h e r L e v e l s : 1d8 (or 4) + its Constitution
STR DEX CON INT WIS CHA
modifier per level.
Proficiencies 4 (-3) 15 (+2) 8 (-1) 8 (-1) 13 (+1) 7 (-2)
A r m o r : None
Saving Throws Dex +4, Wis +3
We a p o n s : None
Skills Insight +3, Stealth +4
To o l s : None
Damage Vulnerabilities radiant
S a v i n g T h r o w s : Dexterity, Wisdom
Damage Resistances acid, cold, fire, lightning,
S k i l l s : Insight, Stealth
thunder; bludgeoning, piercing, and slashing from
nonmagical attacks
S i p h o n C o u r a g e D C : 8 + its Wisdom modifier + its master's
proficiency bonus
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone,
restrained
Senses darkvision 60 ft., passive Perception 11
Languages Understands the languages of its master
but can't speak
Amorphous. The shadow can move through a space
as narrow as 1 inch wide without squeezing.
Shadow Stealth. The shadow can take the Hide action
as a bonus action.
Sunlight Weakness. While in sunlight, the shadow has
disadvantage on attack rolls, ability checks, and
saving throws.
Actions
Dark Embrace. Melee Weapon Attack: +4 to hit, +4 to
hit, reach 5 ft. one target. Hit 4 (1d4 + 2) necrotic
damage.
Siphon Courage (Recharge 6). Melee Weapon Attack:
+4 to hit, reach 5 ft., one creature. Hit: 7 (2d6)
necrotic damage. If the attack hits by 5 or more, the
target must succeed on a Wisdom saving throw or
become frightened until the end of its next turn.
Reactions
Shadow Stride (1/Day). When the shadow is hit by an
attack that deals damage, it can engulf itself in
darkness and teleport up to 30 feet to an
unoccupied space that it can see.
16
Scott Pyles (Order #26819287)
Torpor Servant
Rotting Zombie
The Torpor grave warden ser vant is a rotting zombie. Its
decayed form makes it unable to benefit from certain
Medium undead, shares master's alignment
equipment or wield any weapons. It may use armor granted
by its proficiencies, even if they are magical in nature so long
Armor Class 11 (tattered hide)
Hit Points 7 (1d8 + 3)
as they do not require attunment. It cannot use any other
Speed 20 ft.
magical equipment. The rotting zombie has the following
features:
Hit Points STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 17 (+3) 6 (-2) 9 (-1) 7 (-2)
H i t P o i n t s a t 1 s t L e v e l : 7 (1d8 + 3).
H i t P o i n t s a t H i g h e r L e v e l s : 1d8 (or 4) + its Constitution
Saving Throws Str +4, Con +5
modifier per level.
Proficiencies Skills Athletics +4, Survival +1
Damage Immunities poison
A r m o r : Light armor, medium armor
Condition Immunities poisoned
We a p o n s : None
Senses darkvision 60 ft., passive Perception 9
To o l s : None
Languages Understands the languages of its master
but can't speak
S a v i n g T h r o w s : Strength, Constitution
S k i l l s : Athletics, Sur vival
Odor of Death (1/Day). As a bonus action on its turn,
O d o r o f D e a t h D C : 8 + its Consitution modifier + its
the zombie can rupture some of the pustules on its
master's proficiency bonus
skin to exude a noxious odor. Each creature within 5
feet of the zombie must succeed a Constitution
saving throw or become poisoned until the end of
the creature's next turn.
Undead Fortitude. If damage reduces the zombie to 0
hit points, it must make a Constitution saving throw
with a DC of 5+the damage taken, unless the damage
is radiant or from a critical hit. On a success, the
zombie drops to 1 hit point instead.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Vile Smash (Recharge 6). Melee Weapon Attack: +4 to
hit, reach 5 ft., one target. Hit: 7 (2d6) poison
damage. If the attack hits by 5 or more, the target
becomes poisoned until the end of its next turn.
Targets resistant or immune to poison damage or
immune to the poisoned condition are not poisoned
by this ability.
Reactions
Disparaging Retaliation. When the zombie is hit by an
attack from a creature that deals critical damage, it
can make a slam attack against the creature if it is
within 5 feet of the zombie.
17
Scott Pyles (Order #26819287)
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this License except as described by the License itself. No other terms or
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Scott Pyles (Order #26819287)
The Dragon Knight
A Dragon Inspired Class for D&D 5 Edition
th
Wielding the immense power of Dragons through mighty Dragon Weapons, the Dragon Knight
soars into battle with fury
by Jodie Hall
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks
of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon
Masters Guild.
Terms of Use: The cover art entitled “dragon-rider-1” is licensed under a Creative Commons Attribution 2.0 Generic License, which can be found here:
https://creativecommons.org/licenses/by/2.0/ It is attributed to TNS Sofres and the original version can be found here:
https://www.flickr.com/photos/124561666@N02/14424637483/in/photostream/ The original version has been cropped to fit the dimensions of this document
All other original material in this work is copyright 2016 by Jodie Hall and published under the Community Content Agreement for Dungeon Masters Guild.
Not for resale. Permission granted to print or photocopy this document for personal use only. THE DRAGON KNIGHT 1
The Dragon Knight
Proficiency Draconic Dragon
Level Bonus Features Power Die
1st +2 Dragon Pact, Servant of the Dragon - -
2nd +2 Draconic Power 2 1d4
3rd +2 Draconic Calling 2 1d4
4th +2 Ability Score Improvement 2 1d4
5th +3 Extra Attack 3 1d6
6th +3 Draconic Calling Feature 3 1d6
7th +3 Draconic Presence 3 1d6
8th +3 Ability Score Improvement 3 1d6
9th +4 Improved Flight 4 1d6
10th +4 Draconic Calling Feature 4 1d6
11th +4 Dragon Strike 4 1d8
12th +4 Ability Score Improvement 4 1d8
13th +5 Extended Transformation 5 1d8
14th +5 Draconic Calling Feature 5 1d8
15th +5 Dragon Resolve 5 1d8
16th +5 Ability Score Improvement 5 1d8
17th +6 Draconic Wellspring 6 1d10
18th +6 Draconic Calling Feature 6 1d10
19th +6 Ability Score Improvement 6 1d10
20th +6 Gift of the Dragon 6 1d10
The Dragon Knight
A warlord gazes at his opponent through unblinking his Dual Shields and clasps them together. As the
eyes. His opponent, a knight clad in full Emerald fireball explodes, most of the explosion is deflected
Armor, holds a winged spear at the ready. All at once, and the party rushes in to defeat the wizard.
the battle begins as the warlord charges forward to Dragon Knights are the chosen champions of some
destroy this knight, only to see him disappear before of the most powerful entities in the cosmos. By
his eyes. He looks up too late to stop the knight from devoting their service to the will of a Dragon, the
ending his life as the knight finishes his aerial attack. Dragon Knight receives a portion of the Dragon's
A horde of orcs readies to attack a lair filled with power, and the Dragon receives a loyal servant to
riches beyond their imagination. The one obstacle enact its will.
stopping this is a knight wearing Bronze armor
wielding a wicked looking double blade. They begin Chosen of the Dragon
their assault and the knight becomes a whirling
dervish of death with none of the horde reaching the The power for a Dragon Knight comes from their
lair of his master. Dragon Master. As they grow in power, a Dragon
A party enters combat with a powerful Wizard. As Knight learns to control this power and unleash it in
the Wizard prepares to launch his most powerful powerful bursts called Dragon Attacks. These attacks
fireball, a Knight clad in black armor steps forward. can come in many forms, from blindingly fast strikes
The fireball flies towards the party as the knight raises to attacks that let them drain their enemy's very life
Not for resale. Permission granted to print or photocopy this document for personal use only. THE DRAGON KNIGHT 2
force, but they all have one thing in common: They Quick Build
showcase the raw power and fury of the Dragon You can make a Dragon Knight quickly by following
Masters that bestowed that power. these suggestions. First, make Strength or Dexterity
But all that power comes with a price. By accepting your highest ability score, depending on whether you
the blessing of a dragon, a Dragon Knight gives up want to use the Dual Blades and paired shields or
their own will and pledges to serve their Dragon Winged Spear. Second, make Wisdom your second
Master until death. If a Dragon Knight tries to rebel highest ability score for your Dragon Attacks.
from their master, that very blessing can become a
deadly curse very quickly.
Class Features
A Weapon Forged By Power As a Dragon Knight, you get the following class
features
Part of the blessing of a Dragon Knight is the ability to
wield unique weapons of immense power. Only these
Dragon Weapons are fit to be wielded by one who Hit Points
commands the power of a dragon. The agile Winged Hit Dice: 1d10 per Dragon Knight Level
Spear gives the Dragoon power over gravity itself as Hit Points at 1st Level: 10 + your Constitution Modifier
he darts between enemies dealing death from above. Hit Points at Higher Levels: 1d10 (or 6) + your
The mighty Dual Blades carried by the Warblade sew Constitution modifier per Dragon Knight Level after
the seeds of death with incredible speed and fury. 1st
And the impenetrable Paired Shields of the Defenders
deflect attacks while they crush their enemies to Proficiencies
nothing. Armor: All Armor, Shields
But these weapons are so powerful and unique that Weapons: Simple Weapons, Martial Weapons
no mortal smith can forge them. They must be forged Tools: None
with the very draconic power coursing through a
Dragon Knights veins. The ritual is intense, but the Saving Throws: Strength, Wisdom
results speak for themselves. Skills: Choose two skills from the following: Athletics,
Acrobatics, Nature, Insight, Perception, Intimidation,
Creating a Dragon Knight and Persuasion
When you create your Dragon Knight, you should Equipment
decide what has affected them so profoundly that You start with the following equipment, in addition to
they would willingly go to a creature that could the equipment granted by your background:
destroy them with a thought to pledge their very lives (a) A one-handed martial melee weapon and a
to the dragon's service. Did the dragon destroy their •
home and they felt this was the only way to survive? shield, (b) a pike, or (c) 2 one-handed martial melee
Is there an evil so great that they feel this is the only weapons. If you choose the pike, you can treat it as
if it has the finesse property.
way to protect those they love? Are they on a quest for (a) 2 hand axes or (b) 2 javelins. If you choose the
power and they see the power of a dragon as the • javelins, you can treat them as if they have the
ultimate expression of this power they seek?
With their primary goal being enacting their master's finesse property.
will, much of a Dragon Knight's adventures begin alone • (a) Chain Mail or (b) leather armor
(a) a dungeneer's kit or a (b) explorer's kit
with their Dragon Master as they are given another •
command to fulfill. But their Dragon Masters know the
dangers of the world and how deadly it can be to travel Dragon Pact
alone, even with the immense power the Dragon You have been chosen by a dragon to be their
Knights command. Often a Dragon Knight will join champion, enacting their will whenever and wherever
with other adventurers when their plans align with they see fit to send you. In order to do this, they have
their Dragon Master's plans. Whether or not they tell blessed you with a portion of their power. The has
their party that they are helping a dragon is up to the changed your very being with the following effects:
Dragon Knight. At 1st level, Choose an adult or ancient Chromatic,
Metallic, or Gem Dragon. This is your Dragon Master.
Not for resale. Permission granted to print or photocopy this document for personal use only. THE DRAGON KNIGHT 3
You gain resistance to the damage type associated same DC as your Dragon Master's Frightful Presence
with your Dragon Master according to the following action. On a failure, they succeed in forcing you to
table. allow it.
Dragon Damage Type Breath Weapon
Black Acid 90 ft line 10 ft wide (8d8) Draconic Power
Blue Lightning 90 ft line 10 ft wide (7d10) At 2nd level, the power granted by your Dragon
Master becomes something you can control, utilizing
Brass Fire 90 ft line 10 ft wide (11d6)
it to do amazing feats. You gain Draconic Power
Bronze Lightning 90 ft line 10 ft wide (7d10) Points, as listed on the Draconic Power column of the
Copper Acid 90 ft line 10 ft wide (8d8) Dragon Knight Table. You can spend these to perform
Crystal Radiant 90 ft line 10 ft wide (8d8) Dragon Attacks. You regain all points when you take
a short or a long rest.
Emerald Force 90 ft line 10 ft wide (11d6)
Some of your Dragon Attacks or regular attacks
Gold Fire 90 ft cone (5d10) require your target to make a saving throw to resist
Green Poison 90 ft cone (9d6) the attack's effects. The saving throw DC is calculated
as follows:
Red Fire 90 ft cone (9d6)
Sapphire Thunder 90 ft cone (6d8) Dragon Attack save DC = 8 + your proficiency bonus +
Silver Cold 90 ft cone (6d8) your Wisdom modifier
Topaz Necrotic 90 ft cone (5d10)
When you gain this ability, you gain access to the
White Cold 90 ft cone (6d8) Dragon Transformation Dragon Attack:
As a bonus action, you can infuse your weapon
with the power granted by your dragon master, Dragon Transformation: When taking the attack
changing it's damage type to the damage associated action you can unleash your draconic power to
with your Dragon Master. This lasts until you take a transform into a dragon hybrid in addition to making
short or long rest or cancel it as a bonus action. your attacks. You gain the following benefits while
transformed:
Servant of the Dragon • You sprout wings from your back, giving you a fly speed
Your Dragon Master chose you to be their servant as equal to your walk speed. If your transformation ends
well as their champion. As such, your blessing of while you are in the air, you descend an amount equal to
power includes a means of control. your fly speed while transformed over 6 seconds and
As long as you are on the same plane of existence, land gracefully, taking no damage. If you are further
your dragon master and you can communicate above the ground than your fly speed while transformed
telepathically. This communication must be initiated when it ends, you fall the remaining distance and take
by your master. This also gives you the ability to falling damage as normal.
speak, read and understand Draconic if you don't • Each non-Dragon Attack weapon attack you hit with
already. As part of your pact, you are required to while transformed does additional damage. This damage
answer whenever they contact you, though they are starts at 1d4 and increases as you gain levels, as listed on
not bound by the same agreement and can ignore you the Dragon Die table. The damage type is the same as the
whenever they please. If you attempt to ignore them, damage resistance you gained as part of the “Dragon
they can inflict you with a level of exhaustion for each Pact” class feature.
minute you ignore them until you respond. • You gain resistance to bludgeoning, piercing, and
Anyone attempting to read your thoughts while you slashing damage while transformed
are in communication with your dragon master must • Any other Dragon Attacks made while transformed score
make a Wisdom saving throw as if they were affected a critical hit on a roll of 18-20
by your Dragon Master's Frightful Presence action. This transformation costs 1 Draconic Power Point
You can also allow them to see through your eyes and lasts for 30 seconds.
and hear through your ears as a free action. If you Due to the demanding nature of this
refuse to allow them, they can force you to allow it. transformation, you must wait 10 minutes after the
Make a Wisdom saving throw with the DC being the
Not for resale. Permission granted to print or photocopy this document for personal use only. THE DRAGON KNIGHT 4
transformation ends before you can activate this additional damage. This damage equals your Dragon
ability again. Die.
The additional damage you do during your dragon
Draconic Calling transformation is now 2 dragon dice for each non-
Dragon Attack weapon attack. This does not combine
At 3rd level, you choose the calling you feel will best with the damage from your dragon pact class feature,
let you serve your Dragon Master: The Dragoon, The it replaces it.
Warblade, or The Defender, all detailed at the end of
the class description. Your calling grants you features
at 3rd level and again at 6th, 10th, 14th, and 18th levels. Extended Transformation
As your abilities have grown, you learned how to
Ability Score Improvement control your draconic power more effectively. Starting
at 13th level, you can spend 2 draconic power points to
When you reach 4th level, and again at 8th, 12th, 16th, make your dragon transformation last for 1 minute
and 19th level, you can increase one ability score of instead of 30 seconds. You still must wait 10 minutes
your choice by 2, or you can increase 2 ability scores after the transformation ends before you can activate
of your choice by 1. As normal, you can't increase any the ability again
ability score above 20 using this feature.
Dragon Resolve
Extra Attack
The power gifted to you by your Dragon Master has
Beginning at 5th level, you can attack twice, instead of infused your body to the point that their chosen
once, when you take the Attack action on your turn. element no longer affects you. At 15th level Your
resistance granted by the Dragon Pact class feature is
Draconic Presence now immunity to the damage type associated with
your Dragon Master.
Starting at 7th level, your draconic power has started
manifesting in physical ways. This may be something
like smoke coming out of your nose or your eyes Draconic Wellspring
changing to look like your Dragon Master's eyes. You Starting at 17th level, your draconic power is now so
can use these manifestations to inspire fear in an infused into your being that it regenerates constantly.
opponent. If you roll initiative and have 0 Draconic Power
As a bonus action, you can force a creature within Points, you regain 1 Draconic Power Point.
30 feet of you to make a Wisdom Saving throw. On a
failure, they are frightened for 1 minute. On the end of Gift of the Dragon
each turn, they can repeat this saving throw. On a
success, the frightened condition ends. Starting at 20th level, the connection you have with
After using this ability, you must complete a short your Dragon Master has grown so strong that your
of long rest before using it again. lifespan has grown to match that of your Dragon
Master. You now cannot die from old age while your
Improved Flight Dragon Master lives. Upon their death, you continue
to age as you did before. You have also been gifted
Starting at at 9th level, when you use your draconic with a portion of his or her most powerful weapon.
transformation Dragon Attack your flight speed You can now use the Dragon Breath Dragon Attack.
equals twice your walk speed.
Dragon Breath: As an action, you can spend 4
Dragon Strike Draconic Power Points to unleash a lesser version of
their breath weapon. It follows the rules stated on the
Starting at 11th level, your control over your draconic
power has improved to the point where you can focus Breath Weapon table.
it into your attacks.
When you change the damage type of your weapon
attacks using the dragon pact class feature, your
regular non-Dragon Attack weapon attacks now do
Not for resale. Permission granted to print or photocopy this document for personal use only. THE DRAGON KNIGHT 5
Draconic Callings Aerial Strike: as part of your attack action, you can
use 1 Draconic Power Point to replace one of your
Being a Dragon Knight involves being a servant to one attacks with this Dragon Attack. Choose a target
of the most powerful beings in the world. At 3rd level, within 30 feet and make a melee weapon attack with
a Dragon Knight chooses the calling they will follow. your winged spear. On a hit, you leap into the air and
This path defines how they they will serve their land on the target, doing the normal damage for the
Dragon Master and cements their commitment. As a attack, plus an additional weapon damage die and
reward, their Dragon Master blesses them with the your dragon damage die as the same damage type as
power to transform their weapons into arms fit to be your dragon pact damage. After the attack, you land
used by one who harnesses the power of a dragon. in an open area adjacent to the target you attacked.
This movement does not provoke opportunity attacks
The Dragoon and ends the grappled condition. On a miss, they take
no damage, and you land in an open area adjacent to
The Dragoon is a master of aerial combat. They mim- the target.
ic their Dragon Master's dives from on high by leaping
through the air and impaling their enemies from Winged Spear Mastery
above. They also mimic their Dragon Master's incredi- As you have become more proficient with your
ble speed and reach through deftly throwing their Winged Spear, your ability to hit targets father away
winged spear. has become legendary. At 6th level, you no longer roll
disadvantage when attacking a target in the long
Dragon Weapon range of your winged spear. While you wield your
At 3rd level when you choose this calling, You Dragon Winged Spear, you can use the Piercing Spear Dragon
Master gives you the ability to use your Draconic Attack
Power to transform a spear or pike into your dragon
weapon: The Winged Spear. It has the following Piercing Spear: As part of your attack action, you can
properties: use 1 Draconic Power Point to replace on of your
• The damage die is 1d10 and its damage type is piercing attacks with this Dragon Attack. All creatures in a 60
• It is a ranged weapon that can make melee attacks and ft long and 5 ft wide line from you must make a
has the finesse, reach, and two-handed properties Dexterity Saving throw. On a failure, they take the
• it has the thrown property with a range of 20/60. To normal damage for a ranged attack with your Winged
make this attack, you must use your Dexterity modifier Spear, plus an additional 2 Dragon Dice damage of the
for the attack roll and damage. After throwing the same type as it granted by your Dragon pact class
Winged Spear, you can use your connection with it to feature. On a success, they take half damage
will it back to your hand as a free action.
To transform a spear or pike into your Winged Improved Agility
Spear, you must spend an hour with it, infusing Your reflexes have been honed by your aerial feats
draconic power into it. If you transform a magic and pinpoint accuracy with your Winged Spear. At
weapon into your Winged Spear, it keeps its magical 10th level, you gain the ability to perform acrobatic
properties, but its damage die and other properties are maneuvers more effectively. If you are trained in
replaced with the properties of the Winged Spear. If Acrobatics, you now add double your proficiency
you transform another spear or pike into your modifier when you make acrobatics checks. If you
Winged Spear, the old one reverts back to its original are untrained in acrobatics, you now add your
form. proficiency modifier to your acrobatics checks.
You can also now attempt to move along vertical
Aerial Acrobatics surfaces as if they were horizontal. Make a DC 15
Your fighting style focuses on aerial maneuvers Dexterity (Acrobatics) check. On a success, you can
combined with precision strikes with your Winged move across a vertical surface as if it were horizontal
Spear. Starting at 3rd level, you can spend 15 ft of your for 1 round.
movement to leap vertically 15 ft. While you wield
your Wing Spear, you can use the Aerial Strike Dragon Death From Above
Attack. You have mastered the art of using gravity's pull
against your enemies. At 14th level, you can cause
Not for resale. Permission granted to print or photocopy this document for personal use only. THE DRAGON KNIGHT 6
some of the falling damage you would normally take Dragon Weapon
to be transferred to a target you are attacking. At 3rd level when you choose this calling your Dragon
When you are at least 10 feet above your enemy, Master gives you the ability to use your draconic
you can make a melee weapon attack against an power to transform 2 one-handed melee weapons into
enemy within 5 feet laterally of your position by your Dragon Weapon: The Double Blade. It has the
falling onto them with your Winged Spear. For each following features:
additional 10 feet you fall, you can target a creature an • The damage die and damage type for each end is the
additional 5 feet away from your position laterally. same as the damage die for the weapon that was
If you hit, roll a d4 for every 10 feet you fall and transformed into that end.
subtract that number from the fall damage you would • It has the two-handed property
normally incur. If this number is greater than the fall To transform 2 one-handed melee weapons into your
damage, you take no fall damage and the entire Double Blade, you must spend an hour with them,
amount rolled on the d4s is transferred to the target infusing draconic power into them. If you transform
of the weapon attack as the same damage type as your a magic weapon into your Double Blade, The Double
Dragon Pact class feature. If the number is lower than Blade inherits the magic properties of the magic
the total fall damage, that damage rolled on the d4s is weapon on both ends.
transferred to the target of the weapon attack as the If you transform 2 magic weapons into your Dual
same damage type as your Dragon Pact class feature Blade, the Double Blade only inherits the magical
and you take the remaining damage. If the attack properties of the more rare of the 2 magic weapons
misses, you take the falling damage as normal. After and the magical properties of the second weapon are
making this attack against an enemy, you do not lost permanently. If they are of the same rarity, the
provoke opportunity attacks from that enemy for the Double Blade only inherits the magical properties of
rest of your turn whether or not it hits. the weapon that becomes the top half of the Double
All damage from this attack is in addition to Blade. The magical properties of the second weapon
damage from your Dragon strike class feature, are permanently lost.
damage from your Dragon Transformation attack, or
your Aerial Strike damage attack. Whirling Offense
Your fighting style focuses on sweeping attacks with
Draconic Drain your Double Blade combined with rapid fire slashes to
Your command over your draconic abilities has grown decimate your foes. Starting at 3rd level, you can
so complete that you can actually use it to drain the make an attack with the bottom end of your Double
very life force from your enemies for your own Blade as a bonus action. While you wield you Double
benefit. 18th level gives you the ability to use the Blade, you can use the Cyclone Strike Dragon Attack
Siphoning Strike Dragon Attack.
Cyclone Strike: As part of your attack action, you can
Siphoning Strike: As part of your attack action, you use 1 Draconic Power Point to replace one of your
can use 1 Draconic Power Point to replace one of your attacks with this dragon attack. Make an attack roll
attacks with this Dragon Attack. Make either a melee against every creature within 10 feet of you. On a hit,
or ranged weapon attack with your Winged Spear you deal normal weapon damage plus an additional 2
against a creature. If it hits, you do an additional dragon dice damage of the same damage type as your
dragon die of damage as the same damage type as Dragon pact class feature.
your Dragon Pact and can include the damage from
your dragon pact class feature or your Dragon Double Blade Mastery
Transformation additional Damage. After the target At 6th level, your mastery of your Double Blade has
takes the damage, you heal yourself for the same improved to the point where you can strike with
amount as the damage the target took. amazing speed. When you roll a natural 20 on an
attack roll while wielding your Double Blade, you can
The Warblade choose a creature within 5 feet of the creature you hit
other than that creature to take 2 dragon dice of the
The Warblade is a master of combat against multiple same damage type as your Dragon Pact class feature.
foes. They mimic their Dragon Master's area attacks You can also use the Hurricane Blade Dragon Attack
and ferocity. A master Warblade can fend off entire
armies with their deadly Double Blades.
Not for resale. Permission granted to print or photocopy this document for personal use only. THE DRAGON KNIGHT 7
Hurricane Blade: As part of your attack action, you attacks with this dragon attack. Make 4 melee attacks
can use 1 Draconic Power Point to replace one of your with either end of your Double Blade in any
attacks with this Dragon Attack. Every creature in a combination. All 4 attacks must be against the same
15 ft cone originating from you must make a Dexterity target and this damage can not be non-lethal.
Saving Throw as you throw your Double Blade, which
travels along the outside of the cone and returns to
your hand as part of the attack. On a failure, they The Defender
take the normal damage from a single melee attack The Defender is an impenetrable wall of draconic
from the top end of your dual blade, plus an power. They mimic their Dragon Master's sheer size
additional weapon die and 2 dragon dice of damage as and thick hides to protect themselves and allies as
the same damage type as your dragon pact class they enact their Dragon Master's will.
feature. On a success, they take half damage.
Dragon Weapon
Improved Tenacity At 3rd level when you choose this calling, Your Dragon
Your muscles have been strengthened by the myriad Master gives you the ability to use your draconic
of attacks you've made against your enemies. At 10th power to transform any shield into your dragon
level, you gain the ability to perform feats of strength weapon: The Paired Shields. It has the following
more easily. If you are trained in Athletics, you now properties:
add double your proficiency bonus to any athletic • Each half has spikes that do 1d6 piecing damage when
checks you make. If you are untrained, you now add used for a melee weapon attack.
your proficiency bonus to your athletics checks. • They have the Light property and can be used for two
You can also use your Double Blade for more than weapon fighting
just chopping up your enemies. You can now make • While wielding both of them, your AC is raised by 2 as if
athletics checks from up to 15 feet away by throwing you were wielding a regular shield.
your Double Blade at an object you are attempting to • They must be wielded together, being 2 halves of a whole
either move, break, or activate by touch in some way weapon.
or to make a shove attack against a creature to push it In order to transform a shield into your Dragon
back or knock it prone. Your Double Blade always arcs Weapon, you must spend 1 hour concentrating on it
back to your hand whether or not you succeed in the and infusing it with draconic power. When you do
check. this, the Shield grows in size, sprouts spikes on the
front, and splits down the middle so that each half
Horde's Bane may be wielded in one hand. If you transform a magic
You have become so adept at vanquishing hoards of shield into your Dragon Weapon it retains its magical
foes in the name of your Dragon Master that the properties but takes on the physical properties of the
death of you enemies gives you a burst of energy that Paired Shields. If the magic shield normally adds a
you can use to vanquish even more foes. At 14th level, bonus to your AC, that bonus is applied to the attack
when you reduce an enemy to 0 HP with your Double and damage rolls of the Paired Shields as well. If you
Blade, you can use your bonus action to make 2 transform a second shield into your Dragon weapon,
attacks with the bottom end instead of only 1 on that the first one reverts back to its original condition.
turn.
This attack can benefit from your Dragon Strike Defensive Offense
and Dragon Transformation class features like any Your fighting style focuses on using your Paired
other normal attack. Shields to protect yourself and your allies while
simultaneously dealing damage to your enemies.
Draconic Voracity Starting at 3rd Level, when you are subjected to an
Your control over your Double Blade has become so affect that allows you to make a Dexterity saving
absolute that you can now strike with both ends using throw to take half damage, you can use your reaction
your blinding speed. At 18th level, you can now use to clasp your shields together to protect yourself and
the Vortex Slash Dragon Attack. your allies. You and your allies within 10 ft of you roll
your Dexterity saving throws. Whoever succeeds
Vortex Slash: As part of your attack action, you can gains resistance to the damage type of that attack for
spend 1 Draconic Power Point to replace one of your
Not for resale. Permission granted to print or photocopy this document for personal use only. THE DRAGON KNIGHT 8