Gravewalker
"Gravewalkers, they found some way to draw power from somewhere else to command undeath, just remember to do that they had to break their vows to hell and you can't trust someone like that."
Gravewalkers are illriggers who have found a way out of their diabolic contract and now sustain their powers with a plane other than hell. Some choose the abyss and the chaotic freedom it offers while others draw from the negative energy plane but none can draw from hell like they once could. A gravewalker is able to channel their necrotic power into corpses to raise them as undead servants or to separate part of their own soul to strike their enemies.
Contract Breaker
You have severed your ties with the powers of hell and now draw on the power of another plane to sustain your powers.
Invoke Authority: Unleash Hollow Wraith. As an action you can summon a Hollow Wraith of yourself to attack enemies, target a number of hostile creatures within 60 feet of you up to your proficiency bonus. Make a melee attack against each target, your hollow wraith deals force damage instead of bludgeoning, piercing, or slashing damage.
Invoke Authority: Summon Wraithbound Legion. As an action you can release necrotic out to a range of 60 feet and target a number of corpses or piles of bones in that area to animate into your service as wraithbound.
Etherial Sight
Now when you use your hellsight you can peer into the etherial plain to view the true nature of the creatures around you. While hellsight is active you have 60 feet of truesight, and you can cast it as a bonus action.
Life Drain
As a gravewalker you have gained the ability to connect your vitality with other creatures over a distance, your Infernal Conduit now has a range of 30 feet.
Wraithbound
A number of your abilities will allow you to create a unique type of undead known as wraithbound, you can never have more wraithbound then your proficiency bonus and if you attempt to create more then the older ones return to their original state.
In combat, the wraithbound share your initiative count, but take theirs turn immediately after yours. They can move and use their reaction on their own, but the only action they take on their turn is the Dodge action, unless you command them to take another action (no action required). That action can be one in its stat block (your DM decides if a creature still has access to any actions other then attacking from their statblock and if they have multiattack they may only take one attack) or some other action. If you are incapacitated, they can take any action so long as it is in the defense of you or the destruction of your enemies, not just Dodge.
Wraithbound keep their original Strength, Dexterity, and Constitution modifiers, they use your proficiency bonus for their attack rolls and saving throws, but besides that they function as a normal zombie or skeleton with hit die equal to half your Illrigger level rounded down.
Raise Wraithbound
At 9th level, when you use your infernal conduit to reduce a hostile creature to 0 hit points you can raise its corpse as an undead in service to you.
Fortitude
At 13th level, your body has been strengthened so that you shrug off harmful effects that could cripple lesser combatants. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Possible change, you either regain your infernal conduit die on a short or long rest or you can use your hit die for it
Lord of the Dead
Starting at 20th level, as an action you can transform into a lord of the dead, your physical body blends into the etherial plane causing you to seem to vanish into thin air. For the next 10 minutes you gain the following benefits:
- When you use your action to enter this form or when the form ends you can use your summon wraithbound legion ability.
- You become invisible.
- You can use your bonus action to place a seal on a creature and have your Hollow Wraith make attack against it.
- If you reduce a hostile creature to 0 hit points you can regain one of your consumed seals.
You can end this form early as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.
Interdict Improvements
As your Gravewalker levels up, you are able to draw more power and your interdiction carries more power.
Hollow Wraith Strike. At 6th level, as a bonus action you can summon a hollow wraith to make one attack against an interdicted creature. Interdiction Mark. At 10th level, interdicted creatures take an additional 1d6 damage from your attacks. Terrify. At 18th level, at the start of an interdicted creatures turn it must make a Wisdom saving throw (DC = your proficiency bonus + your Charisma modifier) or become frightened of you until the start of their next turn, creatures immune to the frightened condition make the saving throw with advantage but if they fail they still suffer the condition.
Summon Nightmare
15th-level Illrigger feature (replaces Summon Hell)
Beginning at 15th level, as an action, you can summon a nightmare to serve you. The nightmare appears in an unoccupied space within 30 feet.
It is bound to you and must obey your commands to the best of its ability. In combat, the it shares your initiative count, but it takes its turn immediately after yours. Once you use this feature, you must complete a long rest before you can use it again.
This subclass was created for the Illrigger class created and owned by MCDM productions.