Excal-heim
Version 2
Old Lore:
The Lich's of Excal-heim offer a deal to any who dread their own mortality; Serve as their stalwart warrior and be granted relentless life.
Anyone that accepts is put through a ritual, infusing them with necrotic power. They arise in a liminal state, not quite dead, not quite alive; A Grave knight.
TL::DR Grave Knights are focussed on Attrition based combat. If you ever want to weaponize your depression, this may be what you're looking for.
Quick Build
You can make a grave knight quickly by following these suggestions.
First, Constitution should be your highest ability score, followed by Strength or Dexterity.
Second, choose the Haunted One background.
hit dice:
1d12
hit points at 1st level:
12 + your Constitution modifier
hit points at higher levels:
1d12 (or 6) + your Constitution modifier per Grave Knight level after 1st
armor proficiencies:
All armor, Shields
weapon proficiencies:
Simple and martial weapons
tools:
none
saving throws:
Constitution, Wisdom
skills:
Choose 2 between Athletics, Arcana, Insight, Intimidation, Medicine, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
a light, medium, or heavy suit of armor
A weapon from these options:
(a) a martial weapon and a shield or (b) two martial weapons
(a) five darts or (b) any simple melee weapon
(a) a dungeoneer's pack or (b) a explorer's pack
Alternative starting wealth
3d4 *10 GP
spellcasting:
class features:
Soul-separation
Starting at 1st level, you are both a humanoid and an undead, which gives you the following:
You are vulnerable to cold and radiant damage.
You are resistant to poison damage and have advantage against being poisoned.
You can be targeted by spells and effects that target undead and/or humanoid creatures.
You are immune to diseases.
Dissociation
Starting at 1st level, as a bonus action, you can enter a soul fueled trance. You can do this a number of times each long rest as shown in the Grave Knight Table above.
While in this trance you ignore all pain as your very soul infuses your body and mind with the power to just. keep. going.
The trance lasts for 1 minute, stopping early when you use an action to end it or you are knocked unconscious.
While in this trance, you gain the following traits:
You have resistance to necrotic and non-magical bludgeoning, piercing, and slashing damage.
You are immune to being frightened, charmed, and stunned.
You have advantage on Constitution checks and Constitution saving throws.
Dread Taunt
At 2nd level, as a bonus action, you can taunt the nearby enemies.
Each creature you choose within a 60-foot-radius, must make a wisdom save, where the DC is 10 + your intimidation(Cha) skill.
On a failed save, the creatures must target you until the end of your next turn.
Creatures immune to frighten are unaffected by this feature.
At 10th level, your intimidation ability modifier is now Constitution, both for the dread taunt and in general.
Graven Path
At 3rd level, you can pick a path that sharpens your powers of soul and death. Choose either the Leader or the Solo, detailed below. Your choice grants you features at 3rd level and again at 9th, 15th, and 20th.
Ability Score Increase
When you reach 4th level, and again at 8th, 11th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Undying Constitution
At 5th level, you are proficient with death-saving throws.
At 12th level, when you are stabilized or healed after being "downed", you regain an additional 1d12 hit points.
You can't use this feature again until you finish a long rest.
Extra Attack
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Soul-heart alinement
At 13th level, you can now increase your constitution modifier to 24 when taking the ability score increase.
Additionally, you are resistant to necrotic damage.
subclass options:
The Leader
Bone Shields
At 3rd level, you call upon the bones of your forebears.
Once per short rest, you can summon 2 hovering skeletal shields to unoccupied spaces within 10 feet of you, one to your right and one to the left.
These shields follow you as you move and occupy the space of a Medium creature.
They are constructed out of a haphazard mix of bones and have an AC of 12 and 7 hit points.
When they drop to 0 hit points, they shatter and collapse into a pile of bones.
Summon Undead Servants
At 9th level, You call upon the warriors of the past.
Once per long rest, you can summon 2 Undead Servants from the beyond as a bonus action.
They appear in 2 unoccupied spaces you choose within 30ft.
On each of your turns, you can use a bonus action to mentally command any or all them if they are within 60 feet of you.
You decide what action the creature will take and where it will move during its next turn, or you can issue a general command like "guard this".
If you issue no commands, the servants only defend themselves against hostile creatures.
Once given an order, they continue to follow it until its task is complete.
They disappear back into the beyond after 1 hour or when they drop to 0 hit points.
If you are somehow able to use this ability more than once per hour, you create an additional 3 servants.
Summon Mr. fluffy
At 15th level, once per day, you can summon Mr Fluffy, who appears in an unoccupied space you choose within 30ft.
Mr Fluffy is friendly to you and your allies, obeys your commands, and comes with a saddle so you or a creature you choose can ride Mr. Fluffy.
They disappear after 1 hour or when they drop to 0 hit points.
Seize undead
At 20th level, Once per short rest, as an action, you target all undead creatures within a 60 ft cone.
The targets must make a Wisdom saving throw against your con score.
On a failed save, the targets must obey your commands for the next 24 hours.
An undead whose challenge rating is equal to or greater than your Grave Knight level is immune to this effect.
The Solo
Soul Strength
At 3rd level, while you are in trance, you can add your Proficiency Bonus to your damage rolls.
Writhing Shadows
At 9th level, as a bonus action, you can make the ground in a 15-foot radius of you difficult terrain for 1 minute. You and your allies ignore all penalties caused by this difficult terrain and any enemy who starts their turn in this space takes 1d4 necrotic damage.
Focus of a Still Heart.
At 15th level, once per short rest, you can triple the number of actions you take this turn.
Let's try that again
At 20th level once per day, if you would be killed by any means, you instead return to full health and reload any loading weapons you are holding. For the purposes of spells and effects, this is considered a wish spell.
Multiclassing
Prerequisites. To qualify for multiclassing into the Grave Knight class, you must meet these prerequisites: 15 Constitution, 12 Strength.
Proficiencies. When you multiclass into the Grave Knight class, you gain the following proficiencies: All weapons, all armor, Shields.