Path of the Grave Warden Profession in URI NANNA | World Anvil

Path of the Grave Warden

The rage of a Grave Warden is something to be feared. It comes without any warning and leaves only silence behind. Grave Warden's have learnt how to channel their rage in a more productive way. They are known for turning their rage into focus, determination and sheer will to complete their task. When a Grave Warden goes into a rage there is no sound and the air grows cold, like the end of life or passing of ones soul.

Tools of the Trade

3rd-level Path of the Grave Warden feature   When you enter your rage, the weapon you are holding changes shape to something more suitable for the task at hand. If you are not holding a weapon then the first weapon you equip (while raging) will transform. The weapon will change back to it's original form when the rage ends. If the original weapon was magical or had any other special properties then they will carry over to the new shape.  
  • Polearms -> Reaper's Scythe: melee weapon with the reach, heavy and two-handed properties. On a hit this weapon deals 1d12 slashing damage and prevents the target from gaining any hit points until the start of your next turn.
  • Axes -> Executioners axe: melee weapon with the heavy and two-handed properties. On a hit this weapon deals 1d12 slashing damage and has a critical hit range of 19-20. A large greataxe with a square blade on one end.
  • Hammers -> Grave Warden's Torch: melee weapon with the reach, heavy and two-handed properties. On a hit this weapon deals 1d8 bludgeoning damage and 1d4 fire damage. This weapon provides bright light in a 20-foot radius and dim light for an additional 20 feet. This light shines trough magical darkness of 5th level or less. A long iron rod with a simplistic sconce at one end that burns with a ghostly blue light.
  • Swords -> Burial Shovel: melee weapon with the heavy and two-handed properties. On a hit this weapon deals 1d10 slashing/ bludgeoning damage and reduces the targets speed by 5 feet. Each successful hit after the first reduces the targets speed by an extra 5. This effect lasts until the start of your next turn. A full iron shovel buries it's enemies once more.
 

Grave Warden's Companion

6th-level Path of the Grave Warden feature You gain access to the Find Familiar spell. This spell does not require materials and always takes the shape of a raven. Additionally, as an bonus action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. This raven can see invisible creatures and creatures that are on the ethereal plane. If the familiar is destroyed then you can summon a new one after the next dawn.  

Grave Warden's Cloak

10th-level Path of the Grave Warden feature   You gain resistance to necrotic damage. Furthermore when you go into a rage a shadowy dark cloak appears on your back. While raging you can use a reaction to reduce incoming damage by 1d12.  

Hollowed Ground

14th-level Path of the Grave Warden feature As an action you transform the ground within 30 feet radius of you to a graveyard. This effect lasts for 1 minute. Celestials, elementals, fey, fiends, and undead cannot charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. Furthermore you can select a secondary effect for the effected area. 
  • Silence: No sound can emanate from within the area, and no sound can reach into it.
  • Darkness: Darkness fills the area. Normal light, as well as magical light created by spells of 5th level and lower can't illuminate the area.
  • Everlasting Rest: Creatures that die in this area can't be turned into undead for the next 24 hours.
  You can exclude one or more types of creatures from this features effects. You regain the use of this feature after long rest.