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Grave Blooded

Grave Blooded sorcerers are individuals who are close to death. They have cursed bloodlines, or have members in their family who mastered necromancy and the powers of death. Most mortals meet with death only once at the end of their lives, however, Grave Bloodeds are born with its rotting touch. They use the power in their blood to delve into the deep oceans of the inevitable end. For the Grave Blooded, profane rites and sigils, unwholesome ritual sites, and even shedding the fleshy shell of a mortal, are merely a means to an end, not what they are really after. Grave Blooded seek powers over death and undeath.

These sorcerers possess a great affinity to death. They see places that have a connection to death, such as graveyards, as their home.

Grave Bloodeds concentrate on summoning, creating, and controlling the undead.

Reaper’s Scythe

Starting at 1st level, you can create a bone scythe from the bones of a dead body. Creating a bone scythe takes 2 hours and needs a dead body of a creature that is Medium or larger in size.

You can create one two-handed or two one-handed scythes using this feature. The scythe counts as magical for the purpose of overcoming resistance and immunity. You are proficient with these scythes and you can use them as an arcane focus. Also, while making an attack with these scythes, you can use your Charisma modifier for the attack and damage rolls. Stat blocks for the scythes are as given below:

  • Bone Scythe: 2d6 Slashing, Two-Handed, Reach
  • Hand Scythe: 1d8 Slashing, Versatile (1d10), Finesse, Light

As you grow in power, the scythes you create get stronger as well. They gain +1 at 6th, +2 at 14th and, +3 at 18th level. They also deal an extra 1d6 necrotic damage at 10th and 2d6 at 14th level.

You can have more than one scythe created by this feature. However, the scythe needs attunement (being attuned to 2 one-handed scythes requires one attunement slot). A creature other than you cannot be attuned to these weapons. When it tries to do so, the weapons turn to dust in its hands. If a crea ture tries to use the scythes without being attuned to them, it has disadvantage on its attack rolls made with them, and takes a -2 penalty to these attack rolls.

Graven Minions

You form a special bond with humanoid creatures you kill. You think that they are lucky to be killed by you, and that their bodies deserve a special ritual upon their death… Or per haps that they should share the curse you have. So, you raise them as your minions.

Starting at 1st level, you can raise humanoid creatures you have killed as your minions who then have skeletal bodies. You can have only one graven minion at a time and you cannot raise creatures with hit dice higher than yours. This number increases to 2 at 6th, 3 at 14th, and 4 at 18th level. A spellcaster can be raised as a Graven Magi, and a creature who is not a spellcaster can be raised as a Graven Warrior. You can apply the Graven Magi and Graven Warrior templates to the creature you have raised.

Graven Warrior and Graven Magi

When a creature is raised as a Graven Magi or a Graven Warrior, it has the following statistics:

  • It retains the same ability scores, class features, hit points, immunities, proficiencies, proficiency bonus, resistances, reactions, special actions, spells, and vulnerabilities that it had before death.
  • Clerics, paladins, and warlocks, generally, lose their ability to cast spells and lose other class features when they are raised in this way. This is because those powers are bestowed by greater forces and can be taken back at their will. However, if the greater force is somehow tied to necromancy and/or is evil-aligned, it may let these powers stay, at the GM’s discretion.
  • It takes a -4 penalty to all its ability checks, attack rolls, saving throws and skill checks.
Graven Share

Your innate powers over death allow you to transfer powers between your Graven Minions. You try to create the perfect minions for yourself. Starting at 6th level, once per week, you can perform a 1-hour ritual to take a resistance, immunity, action, reaction, or another special feature from one of your Graven Minions and transfer it to another one.

Reaper’s Armor

Starting at 14th level, your ability to craft weapons out of bones extends to crafting armors. You can craft a bone breastplate out of the dead body of a Medium or larger creature. It takes 2 hours to complete the armor. You can cast spells freely in this breastplate and you do not have disadvantage on your rolls that a normal breastplate would cause.

You can have more than one breastplate created by this feature. However, the armor needs attunement. A creature other than you cannot be attuned to the armor. When it tries to do so, the armor turns to dust. If a creature uses it without attunement, it takes a -2 penalty to AC.

You can rip a bone from the armor to which you are attuned, and use it as a source for sorcery points as a bonus action. When you do so, the AC granted by the armor decreases by 1 and you gain 2 sorcery points. If the AC provided by the armor drops to 10, the armor is destroyed.

Family Share

You have created a small family for yourself with your Graven Minions. Starting at 14th level, the resistance, immunities, actions, reactions, or other special features are not only transferable between your minions, but between you and them, as well. To make this transfer (from you to them or from them to you) you must perform a 1-hour ritual.

The transferred feature stays on you for 24 hours and you can have only one such feature at a time although there are no such limitations for minions.

Reaper Itself

Death comes in an instant. Most people cannot see it coming, and are not ready to embrace it. But you are. At 18th level, you die. However, your blood and connection to death transform you into a skeletal undead; to the Grim Reaper itself. You gain the following benefits:

  • You are immune to necrotic and poison damage and being poisoned.
  • You start to feel the presence of death. You can see if any creatures within 60 feet of you have a deadly disease, sickness, health condition, etc. which would kill it within a week.
  • Once per week, you can take the life of a creature with your scythe, tearing its soul away from its body. You choose a target and make a melee spell attack against it. On a hit, the target must succeed on a Constitution saving throw or die. On a successful save, it takes 10d10 necrotic damage. If the creature dies either way, its soul is stored in the scythe and the scythe becomes its prison. While the soul is stored in the scythe, the creature cannot be resur rected by any means except by the wish spell.

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