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The Grave Knight

A
half-orc in gleaming black plate mail surveys the Proficiencies
carnage of the battlefield. His massive blade sits Armor: All armor, shields
ready at his shoulder. Silent and motionless at Weapons: Simple weapons, martial weapons
his side is a monstrosity of bone and sinew with Tools: none
features not unlike the half-orc himself. The
eerie simulacrum waits with dark intent. Saving Throws: Constitution, Charisma
Around the dark knight, skeletons rise from the Skills: Choose two from Athletics, Deception, Intimidation,
fallen. Medicine, Persuasion and Religion
A human in shimmering silver armor raises a shield to Equipment
block the incoming blow from a bugbear. She deftly steps to You start with the following equipment, in addition to the
the side with inhuman speed and impales the creature on her equipment granted by your background:
sword. The beast's soul is visible as it tries to escape its husk
of a body. With a twisted smile the woman reaches out and (a) a martial weapon and a shield or (b) two martial
grasps the ephemeral creature and begins to consume it. weapons
A teifling shrouded in darkness lays waste to the enemies (a) five javelins or (b) any simple melee weapon
around him, their own strength turned against them. She Chain mail and a backpack
touches a corpse and draws the power it once held into
herself. Her foe defeated, she becomes a spectre and flies
through her enemies in search of more powerful prey. The Grave Knight
Proficiency Blasphemous
Creating a Grave Knight Level Bonus Features Acts known
A grave knight is often born of a feeling of abandonment by 1st +2 Profane Sacrament, -
the gods. A feeling of powerlessness to fulfill your sacred Shed the Flesh
duties, sometimes, a simple thirst for power. For many, it is
about turning the powers of darkness against itself. 2nd +2 Blasphemous Action,
Fighting Style
1
Did your god leave you defenseless in the face of
unbeatable odds? Did you fail to protect those you had 3rd +2 Sacrament Feature 2
pledged your life to? Perhaps you simply wished to live 4th +2 Ability Score 2
forever. People have turned to undeath for such reasons since Improvement
time beyond memory.
Whatever the reason, grave knights have partaken in 5th +3 Heart Strike, Corpse
Speaker
2
profane sacraments and have found the power they seek.
6th +3 Sacrament Feature 2
Forsaken Oaths 7th +3 Grave Knowledge 3
Many grave knights were once individuals hopeful to one day 8th +3 Ability Score 3
become paladins. Through some cruel twist of fate they Improvement
abandoned their vows and turned to the profane sacraments. 9th +4 Shallow Grave 3
For some it is a matter of a quicker, easier path to power. For
most, they could not abide the reactive nature of paladin 10th +4 Swiftness of Death 3
oaths. It is all well and good to avenge wrongs, to defend, and 11th +4 Sacrament Feature 4
to protect. The path of the grave knight, however, is one of 12th +4 Ability Score 4
action. To fight fire with fire as they say. Improvement
Though a grave knight has turned to means others find
horrid and unfathomable, grave knights are not inherently 13th +5 Improved Corpse 4
evil any more than a wizard that focuses on necromancy Speaker
magic. Some may even have a straighter moral compass than 14th +5 Last Rites 4
many a warlock. 15th +5 Lord of the Grave 4
16th +5 Ability Score 5
Class Features Improvement
As a grave knight, you gain the following class features 17th +6 Sacrament Feature 5
18th +6 Undeath’s Embrace 5
Hit Points
Hit Dice: 1d8 per grave knight level 19th +6 Ability Score 5
Hit Points at 1st Level: 8 + your Constitution modifier Improvement
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution 20th +6 Phylactery of Souls 6
modifier per grave knight level after 1st
Profane Sacrament Heart Strike
All grave knights, at 1st level, partake in an ancient and Starting at 5th level, you have learned to swing your weapon
forbidden sacrament officiated by unclean beings, fallen gods, to maximize the harm you cause in a single deadly blow.
or apostate clerics. These sacraments offer a variety of As an action, make a melee weapon attack. If the attack
different abilities depending on which one you partake in. hits, it deals 1 additional weapon die of damage. This
The different sacraments are detailed at the end of the class increases to 2 additional dice at 11th level and to 3 additional
description. dice at 17th.
Your choice grants you features at 1st level and again at
3rd, 6th, 11th, and 17th level. Corpse Speaker
Beginning at 5th level, you gain the ability to speak with a
Shed the Flesh corpse, provided it has not been dead for longer than 24
Beginning at 1st level, you can take on the guise of undeath hours.
by discarding your flesh. As an action, you cause your flesh to You can speak to the corpse for 5 minutes. The corpse
fall from your bones over the course of 6 seconds. For 1 hour knows only what it knew in life, including the languages it
you gain the appearance of a skeleton. knew. It’s words are often brief, cryptic, or repetitive, and the
Your flesh regrows over 15 seconds when the effect ends. corpse is under no compulsion to offer truthful information.
After you use this feature on a corpse, you can never use it
Fighting Style again on the same corpse.
At 2nd level you adopt a style of fighting as your specialty. Grave Knowledge
Choose one of the following options. You can't take a Fighting
Style option more than once, even if you later get to choose At 7th level, you gain proficiency in two of the following skills
again. of your choice: Arcana, Nature, Medicine, Religion and
Survival.
Defense Alternatively, you can learn a new language instead.
While you are wearing armor, you gain a +1 bonus to AC.
Shallow Grave
Dueling Beginning at 9th level, you have learned to stay the hand of
When you are wielding a melee weapon in one hand and no death when it reaches for you. As long as you have not failed
other weapons, you gain a +2 bonus to damage rolls with that any saving death saving throws, you have advantage on death
weapon. saving throws.
Additionally, when you would be reduced to 0 hit points,
Great Weapon Fighting you can spend your reaction and your blasphemous action to
When you roll a 1 or 2 on a damage die for an attack you be reduced to 1 hit point instead. After you use this feature,
make with a melee weapon that you are wielding with two you can’t use it again until you finish a long rest.
hands, you can reroll the die and must use the new roll. The
weapon must have the two-handed or versatile property for Swiftness of Death
you to gain this benefit.
Beginning at 10th level, whenever you reduce an enemy to 0
Two-Weapon Fighting hit points, you may use your bonus action to move up to your
When you engage in two-weapon fighting, you can add your speed.
ability modifier to the damage of the second Attack.
Improved Corpse Speaker
Blasphemous Action Beginning at 13th level, you can use your Corpse Speaker
At 3rd level, you gain the ability to perform horrible deeds feature to speak to any corpse regardless of how long it has
powered by your mastery of the grave, using that energy to been dead.
fuel magical effects. As an action you may commit any In addition, the corpse speaks using any language you
blasphemous act you know. Your blasphemous act options know, regardless of if it knew that language in life.
are detailed at the end of the class description. When you
gain certain grave knight levels, you gain additional acts of Last Rites
your choice, as shown in the Blasphemous Acts Known Beginning at 14th level you have learned dark rites that can
column of the Grave Knight table. refuel your abilities. The specifics of the Last Rites differ
You have 3 uses of your blasphemous action at 3rd level, 4 from grave knight to grave knight. All of them leave a lasting
at 6th, 5 at 12th, and 6 at 17th. You recover spent uses when air of foulness. If you spend at least 30 minutes performing
you finish a long rest. the Last Rites over a creature that has died within the last 24
Additionally, when you gain a level in this class, you can hours, you recover 2 uses of your blasphemous action. This
choose one blasphemous act you know and replace it with can be done during a short rest.
another act that you could learn at that level. After you you use this feature you cannot do so again until
Your blasphemous saving throw DC is 8 + proficiency bonus you finish a long rest.
+ Charisma modifier.

Heart Strike
Lord of the Grave Sacrament of Necromancy
At 15th level you learn to call the dead to your service. As an Perhaps you were guided by a god of death through these foul
action you choose to conjure one of the following options: rites. Or maybe it was a lich that showed you the way in
4d4 skeleton archers. exchange for a favor to be called upon later. It may be that
1d4 +1 mummies. days, months, and years of research revealed to you the path
1d4 wraiths. to take. You wield knowledge and power over the undead and
living alike.
The undead appear in a space or spaces you can see within
30 ft. They roll for initiative as a group and all activate on the Corpse Lunge
same turn. Beginning when you choose this sacrament at 1st level you
On each of your turns, you can use a Bonus Action to learn the ancient secrets of compelling your will upon the
mentally Command any undead you made with this feature if dead. You can use your action to force the corpse of a
the creature is within 60 feet of you (if you control multiple creature within 15 ft of you that died within the last 24 hours
creatures, you can Command any or all of them at the same to lurch up to 10 ft forward an perform an action it had in life
time, issuing the same Command to each one). You decide except multiattack.
what action the creature will take and where it will move Any creature you attempt to use this feature on must be of
during its next turn, or you can issue a general Command, a challenge rating no greater than your grave knight level.
such as to guard a particular chamber or corridor. If you issue
no commands, the creature only defends itself against hostile Blasphemous Act: Solemn Simulacrum
creatures. Once given an order, the undead continues to Upon reaching 3rd level, you know the Solemn Simulacrum
follow it until its task is complete. blasphemous act. It does not count against your total
The undead last for 5 minutes or until they are killed. Once blasphemous acts known and cannot be replaced by another
you use this feature, you must complete a long rest before blasphemous act.
you can use it again. You spend 8 hours performing this blasphemous act. It
requires a number of bones equivalent to one adult of your
Undeath’s Embrace race. Your simulacrum is a skeletal recreation of yourself and
has the same ability scores as you and a number of hit points
Beginning at 18th level, you have stepped past the threshold equal to half of yours. You add your proficiency bonus to its
of the living and gain the undead type. Your face is gaunt and AC, attack rolls, and damage rolls, as well as its proficient
skin is pale. You no longer age and cannot be aged magically. saving throws and skills which are the same as yours. It
In addition you are immune to diseases and the poisoned wears spectral copies of your same equipment. Whenever
condition. you or the simulacrum receives healing, the other is healed
for the same amount. The simulacrum cannot speak.
Phylactery of Souls The simulacrum obeys your orders as best it can. It takes
At 20th level you gain a Phylactery of Souls. The phylactery is its turn on your initiative, though it takes its own action. On
a relic that manifest from you and takes on many different your turn you can mentally command the simulacrum to
shapes depending on the grave knight that spawned it. Often move (no action required by you). It may spend its action to
it is a small gem. The phylactery has no inherent benefit until take the Dash, Disengage, Dodge, or Help action.
it is fueled by the deaths of your enemies. If the simulacrum dies, you can create another by
Whenever you reduce a creature to 0 hp the phylactery performing this blasphemous act again with the required
consumes the creature's hit dice. When the phylactery has materials again. You may only have one simulacrum at at
100 hit dice you may add +1 to two different ability scores or time.
+2 to two different ability scores. This bonus can take you
beyond 20 in these scores. Furthermore, while you have a Blasphemous Construct
Phylactery of Souls you recover one use of your Blasphemous Your simulacrum is an offense to all creation. Beginning at
Action whenever you roll for initiative. 6th level, when you commit a Blasphemous Action, you may
If the Phylactery is lost or destroyed you lose the ability do so as if you were standing in the location of your
score bonus and suffer -1d4 to all ability scores for 1d4 weeks simulacrum.
after which time it magically returns to you. Each day it is not Additionally, you may use your action to cause your
in your possession it bleeds out 1d10 hit dice that must be simulacrum to perform your Butchery action as if it were you.
replaced to regain the benefits. When it does so you resolve the attack as if you had made it
standing in your simulacrum’s space.
Profane Sacraments Gravewalk
Becoming a grave knight involves partaking in a profane Starting at 11th level, you and your simulacrum have formed
sacrament, a blasphemous ritual that forever marks one as a a twisted bond. While you are on the same plane you can see
grave knight. This is the first step, but it is not a small one. through its eyes and speak through its mouth.
This choice defines what it means to be a grave knight. Additionally, you may use your bonus action to switch
places with your simulacrum as long as you are within 120
feet of each other and on the same plane. You can use this
feature 2 times and recover spent uses when you finish a long
rest.
Rites of Undeath Blasphemous Act: Well of Souls
At 17th level your mastery of necromancy becomes complete. Starting at 11th level, you know the following Well of Souls
You hold the power to grant the gift of undeath to anyone you blasphemous act. It does not count against your total
choose. blasphemous acts known and cannot be replaced by another
Once per day you may perform the Rites of Undeath to blasphemous act.
return life to one creature that died within the last 8 hours. You use your Blasphemous Action cause a host of souls to
The rites of Undeath take 30 minutes to complete and gather at a location you can see within 30 ft. The Well of
requires the sacrifice of a living creature of the same size as Souls covers a cylindrical area 10 ft in diameter and 25 ft
the creature you wish to raise. If the Rites are successful, the high. During your turn you can spend your movement to
target is returned to life but gains the Undead type. cause the well to move along the ground. Each foot the well
They are not under your control and are the same person moves costs you 2 feet of movement.
they once were, except undead. This effect is permanent and Whenever a creature enters or begins its turn within the
cannot be undone except through divine intervention or the well they gain 4d6 temporary hit points. If they are undead
use of the Wish spell. they recover that many hit points as well. The Well of Souls
If the target of the Rites of Undeath is unwilling, you must lasts for 1 minute or until you use your action to dismiss it.
succeed in a contested Charisma check or the Rites fail.
Soulgate
Sacrament of Reaping Beginning at 17th level, whenever you reduce an enemy to
Your sacrament has taught you to harvest the souls of your below 0 hit points you may rend their soul to open a soulgate.
enemies to gather your power. As you kill your enemies you The soulgate is of the same size as the creature used to open
slowly drain them of their life force, supplementing your own. it.
Grave knights of the Reaping are generally far more resilient The soulgate leads to a place the creature has been within
than other grave knights. the last 24 hours. As you open the gate you are aware of all
possible locations but the fade immediately from your mind
when you select one.
Soul Carver The Soulgate persists for 1 minute. While it is open any
The Sacrament of Reaping grants you knowledge of how to creature may willingly enter the gate.
harvest the life force from your foes.
Beginning at 1st level, as an action you can carve a portion Sacrament of the Unholy
of the soul from a creature that has died within the last 24
hours. You touch a corpse and gain temporary hit points You use your enemy's’ strengths against them, taking these
equal to the total number of hit dice it had plus your strengths as your own. Your sacrament is the most reviled.
Charisma modifier. For instance, if you had a Charisma Most that take this sacrament do so to fix the things they feel
modifier of 3 and touched the corpse of an orc (2d8 hit dice) the gods can’t... or won’t.
you would gain 5 temporary hit points. These temporary hit
points last for 1 hour. Grave Tap
Any creature you attempt to use this feature on must be of Beginning at 1st level, you may use your action to touch the
a challenge rating no greater than your grave knight level. corpse of a creature that died within the last 24 hours to steal
a portion of their essence. You gain proficiency in all skills
Soul Link and saving throws that creature was proficient in and the
Starting at 3rd level, you have learned how to link your soul to corpse shrivels into an unrecognizable grey husk. This effect
that of another. As an action you can create a soul link last for 8 hours or until you use the feature again.
between yourself and another willing creature you can see Any creature you attempt to use this feature on must be of
within 30 ft. The soul link lasts for 1 hour or until you use a a challenge rating no greater than your grave knight level.
bonus action to end it early.
While linked, you and the creature you are linked to gain Dark Sacrilege
each other’s skill proficiencies. The next time either you or Starting at 3rd level, your profane sacrament has revealed to
the creature you are linked to takes damage, that damage is you universal truths of all things mortals and gods consider
halved and the other creature in the link takes the second holy. You gain proficiency in Religion. If you were already
half of the damage as necrotic. Then the soul link ends. proficient in Religion, you add twice your proficiency bonus to
You can use this feature a number of times equal to your Religion checks.
Charisma modifier and recover spent uses when you finish a
long rest. Blasphemous Act: Strength Betrays
At 6th level, you know the following Strength Betrays
Soulshroud blasphemous act. It does not count against your total
Beginning at 6th level, you learn to wreath yourself in the blasphemous acts known and cannot be replaced by another
fragments of souls you carve from you enemies, granting you blasphemous act.
even further protection. While you have temporary hit points, Using your blasphemous action your cause the strength of
you have advantage on all saving throws you make. your enemies to turn against them. Each creature of your
choice within 25 feet of you suffers necrotic damage equal to
their Strength score plus your Charisma modifier. If at least 1
creature is damaged by this you gain advantage on Strength
ability checks and saving throws for 1 minute.
Draw Upon Unholy Might Creatures that fail their save by 5 or more become impaled
Starting at 11th level, you learn fuel yourself with unholy by a sliver of bone. While they are impaled they are
power to horrific ends. As a bonus action you can use one of restrained. One each of their turns that can use their action to
your Blasphemous Acts without spending a use of your attempt to remove the sliver of bone by making a Strength
Blasphemous Action. saving throw against you blasphemous save DC.
Once you use this feature, you cannot do so again until you
finish a long rest. Bone Wall
Prerequisite: level 9
Wraithwalk A wall of solid bone erupts from the ground at a point you
Beginning at 17th level you spend your bonus action to choose within 30 feet. The wall is 6 inches thick and is
wraithwalk, transmuting your body anything your are wearing composed of ten 10-foot-by-10-foot panels. Each panel must
into an incorporeal form not unlike a wraith’s. While be contiguous with at least one other panel. Alternatively, you
wraithwalking you are incorporeal and have a flying speed can create 10-foot-by-20-foot panels that are only 3 inches
equal to your move speed +10 feet. While in this state you thick.
cannot interact with any material objects and may not make If the wall cuts through a creature's space when it appears,
attack rolls. You may cease wraithwalking at any time on your the creature is pushed to one side of the wall (your choice). If
turn. a creature would be surrounded on all sides by the wall (or
If you become corporeal while within an object you are the wall and another solid surface), the creature can make a
shunted to the nearest empty area. Dexterity saving throw. On a success, it can use its reaction to
move up to its speed so that it is no longer enclosed by the
Blasphemous Acts wall.
The wall can have any shape you desire, though it can't
If a blasphemous act has prerequisites, you must meet them occupy the same space as a creature or object. The wall
to learn it. You can learn the blasphemous act at the same doesn't need to be vertical, or rest on a firm foundation. Thus,
time that you meet its prerequisites. you can use this blasphemous action to bridge a chasm or
create a ramp.
Aspect of Death If you create a span greater than 20 feet in length, you
Prerequisite: level 20 must halve the size of each panel to create supports. You can
You become an Aspect of Death for 1 minute. While you are crudely shape the wall to create crenellations, battlements
in this state, you gain the following benefits: and so on.
The wall is an object made of bone that can be damaged
Attacks against you have disadvantage. and thus breached. Each panel has an AC 11 and 10 hit
You add your Charisma modifier to attack and damage points per inch of thickness. Reducing a panel to 0 hit points
rolls. destroys it and might cause connected panels to collapse at
Attacks made with your heart strike feature score a critical the DM's discretion.
hit on a roll of 18-20.
Whenever you use your Swiftness of Death feature, make Corpse Explosion
one attack at the end of the move. You cause each corpse within a 10 ft radius that you can see
After you use this blasphemous act you can’t do so again within 30 ft of you, to explode in a grisly detonation of bone
until you finish a long rest. and gore. Each creature within a 25 ft radius of the corpses
must make a Dexterity saving throw, taking necrotic damage
equal to the the sum of the number of hit dice those creatures
Black Harvest had in life on a failure and half as much on a success.
You conjure a host of whirling spectral scythes that fly from This blasphemous action fails if it targets a corpse that has
you, passing through solid objects to attack your enemies been dead for over 24 hours.
before returning to you. Each creature of your choice that you
can see within 30 feet must make a Constitution saving Damnation
throw, suffering 2d6 + your Charisma modifier necrotic Prerequisite: level 13
damage on a failed save, or half as much damage on a
successful one. You condemn a creature to an eternity of mindless undeath. A
You recover hit points equal to the total damage caused creature you can see within 60 feet must make a Constitution
this way. saving throw against your Blasphemous Save DC. It takes
7d8+30 necrotic damage on a failed save, or half as much
Bone Spear damage on a successful one.
Prerequisite: level 5 A humanoid killed by this spell rises at the start of your
next turn as a Zombie that is permanently under your
You conjure a floating spear forged of bone and send it flying Command, following your verbal orders to the best of its
to impale your enemies. It travels along a 50 ft line and is 1 ft ability.
wide. Each creature in the path must make a Dexterity saving After you use this blasphemous act you can’t do so again
throw, taking 6d6 + your Charisma modifier necrotic damage until you finish a long rest.
on a failed save and half as much on a successful one.
Deathgrip
A massive spectral arm manifest from the ground in front of
you and reaches out to grab your prey and drag them to you.
The arm immediately attempts to grapple a creature within
60 ft using your Charisma. If it successfully grapples a
creature, it immediately drags that creature up to 60ft toward
you.
The creature remains grappled by the spectral arm until it
successfully breaks the grapple.
Dreadful Presence
A malevolent aura coalesces around you, instilling fear into
the hearts of those around you. Each creature within 30 ft of
you must make a Wisdom saving throw or become frightened
for 1 minute. They may reattempt the saving throw at the end
of each of their turns.
Creatures that fail their save by 5 or more have their speed
reduced to 0 until the beginning of your next turn.
Grasp of the Damned
Hundreds of undead arms of horrible creatures reach up
from the ground to fill a 20-foot square within 60 ft. For the
duration, these arms turn the ground in the area into difficult
terrain. When a creature enters the affected area for the first
time on a turn or starts its turn there, the creature must
succeed on a Strength saving throw or have one piece of
equipment is is carrying be stolen by one of the hands. A
creature attempting to take a stolen object back can use its
action to make a Strength check against you blasphemous
save DC. On a success, it recovers the stolen object. The area
lasts for 1 minute.
Profane Command
You utter a profane command that binds the will of the
undead to you. Each undead creature you can see within 30ft
must make a Wisdom saving throw. If it fails it must follow
your commands for the next 8 hours, or until you perform
this blasphemous act again. An undead with a challenge
rating greater than your grave knight levels or that is immune
to being charmed is immune to this effect.

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