Grave Seeker
Grave Seekers feel an innate connection to the ebb and flow of the forces of Death, which they see as merely an extension of the forces of Nature and Life. Because of this connection, they hunt down the undead, and other beings that twist the lines between Death and Life, putting them to a final rest.
Grave Seekers are outcasts from civilisation, their affinity for Death separating them from those that fear it. They find solace in the wild lands, the abundance of living things passing through the cycle in their own time, peacefully and without resistance.
Grave Seeker Features
| Ranger Level | Feature |
|---|---|
| 3rd | Grave Seeker Magic, Spectral Familiar, Song of the Grave |
| 7th | Slip the Bonds of Life |
| 11th | Strike From Beyond |
| 15th | Shelter in Death |
Grave Seeker Magic
Starting at third level, you learn an additional spell when you reach certain levels in this class, as shown in the Grave Seeker spells table. The spells count as ranger spells for you, but they do not count against the number of ranger spells you know.
Grave Seeker Spells
| Ranger Level | Spell |
|---|---|
| 3rd | inflict wounds |
| 5th | shadow blade |
| 9th | revivify |
| 13th | shadow of moil |
| 17th | enervation |
Spectral Familiar
You learn the spell find familiar, and can cast it as a ritual. Any of your familiars are Undead instead of Beasts, appearing instead as ghostly apparitions. The life of your familiar is borrowed, not saved; you accept that they must return to the grave, in the end.
Song of the Grave
At third level, you become aware of the rhythm and melody of Death, and can extend that awareness into the minds of others.
As a bonus action, you can force the Song into the ears and mind of a creature you are aware of within 60 feet of you. The target must succeed on a Wisdom saving throw. If that target fails, you do an additional 1d8 necrotic damage on weapon attacks against that target this turn. If that creature has lost any hit points, you do an additional 1d12 damage instead.
At eleventh level, when a target fails its saving throw against the Song, the effect lasts a minute, rather than one turn. Additionally, your spells and attacks ignore resistance to necrotic damage.
If a creature is killed while it hears the Song, its death is permanent, and no magic, save a trip into the Sea of the Dead itself, can return it to life.
Slip the Bonds of Life
At seventh level, you learn to walk into the shallows of the Sea of the Dead, and back again, unharmed. You may cast the spell etherealness as a bonus action without spending a spell slot, but the effect ends at the end of the current turn, and the spell transports you into the Dread Shore, rather than the Border Ethereal.
You may not use this ability again until you complete a short or long rest.
Strike From Beyond
You may use your Slip the Bonds of Life an additional time between rests, or may use it once over two turns.
While within the Dread Shore, you may use your Song of the Grave at-will once per turn, rather than as a bonus action.
Shelter in Death
At fifteenth level, you are so at home in the Sea of the Dead that, as a reaction when taking damage, you may slip halfway between the Material Plane and the Sea of the Dead for an instant, gaining resistance to all of that attack's damage for this turn.