You swear this oath to become a vigilant guardian of the boundary between the living and the dead. Your sacred duty is to protect the realms of the living from the encroachment of the undead and to wield the power of the spirits themselves.
Source: Homebrew
You are assisted by a former friend, lover, pet or other similar creature who was bonded to you in their life. Your companion can inspire you in moments of need, allowing you to reroll one d20 per long rest. You also learn the spell “Find Familiar”, which can be cast once per long rest. Your familiar is controlled by your spiritual companion. The familiar that is summoned is an undead version of the creature summoned.
The spirits you command guide you safely through combat. Your base move speed increases by 15 feet. Whenever you take the Dash action, you cannot be hit by opportunity attacks. You may choose to forgo this protection to instead automatically apply the Mark for Death on anyone who attempts to make an opportunity attack against you.
As a bonus action, you can mark a creature within 30 feet of you that you can see for death. Until the end of your next turn, if the creature does not move outside of your melee attack range, a spectral spirit will appear at the location where you used this ability, and attempt to attack the marked creature using your melee attack roll and damage. Any passives and conditions you have do not apply to this attack. You may use this ability a number of times equal to your 2 + Charisma modifier. You regain all expended uses after a short rest.
As an action, you can use your Channel Divinity to summon spectral hands to reach from the ground and tug at a creature's feet within 30 feet of you. If the target attempts to move, they must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or move as if they are in difficult terrain. If they are already in difficult terrain, they fall prone on a failed save. Creatures that are levitating or flying are immune to this ability.
Whenever a creature attempts to cast a spell, you can use a reaction to guide the spirit, sensing this magic and using it to fuel an attack. It will teleport to wherever the creature is casting the spell, and make a melee attack. If the creature is marked for death, the attack is automatically a critical hit. Using this ability in this way consumes the mark for death on that creature. If the creature survives, It may still teleport.
The attack triggered by Marked for Death now benefits from any passives you have, and will critically hit on a roll of 18 or higher. If you kill a creature marked for Death, you may channel their dying spirit to use this ability again this turn without expending a bonus action or Mark for Death Charge.
Once per long rest, you can use your action to summon a horde of spectral spirits to strike at all enemies within a 30-foot radius around you. Each enemy must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, they take damage equal to your melee attack damage and are stunned until the end of their next turn. On a successful save, they take half damage and are not stunned.
You learn the following spells when you reach the specified levels.
Level | Spells |
---|---|
3rd | Toll the Dead, Detect Evil and Good |
5th | Gentle Repose, Ray of Enfeeblement |
9th | Speak with Dead, Spirit Guardians |
13th | Blight, Phantasmal Killer |
17th | Wall of Force, Cloudkill |
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