The Deadwalker
Fighting amidst a horde of goblins, a half-orc warrior collapses, a dozen spears piercing their back. Yet, the goblin's cheerful victory turns to swift horror, as a brilliant, divine avatar appears from the corpse of the slain warrior, ready to continue his fight.
A pale halfling fires arrows at the wight, the poison cutting even through the undead's resistances, and corroding the necrotic soul of the entity.
A dragonborn in full-plate armor stands toe to toe with a twisted manticore, his bone greatsword pulling magical power from the corpses that litters the manticore's lair.
The deadwalker draws power from their previous deaths, and can cheat death in many ways. However, living in the grey realm between life and death, deadwalkers attract spectral manifestations of their inevitable end called a Wardens, which follows them around and which they can channel sinister magic through.
Deadly Equipment
The echoes of a deadwalker's death linger inside of them, which they use to manifest as equipment and supernatural powers. These Memento Moris are powerful and often cursed objects which augment their abilities in combat, and the combination of different Mementos and other class features can drastically change the way in which a deadwalker fights.
The Grey Realms
The combination of different planes of death and shadow magic that a deadwalker finds themselves in is commonly reffered to as "the Grey Realms". These can be places such as the Shadowfell, dark parts of the feywild, the pits of the Nine Hells, or even the Heavens of Elysium- simply put, Grey Realms are wherever dead souls congregate.
Using their connection to Grey Realms, deadwalkers produce magical effects similar to a warlock's pact magic. A deadwalker's spells focus around using deathly magic and toxins to debilitate and wear down foes, with the combination of martial prowess which comes from training to avoid- or seek out- death in combat.
Creating a Deadwalker
When you create a deadwalker, think about how your character died, and what brought them back? Was it a fell bargain, a magical anomaly, a botched resurrection ritual, or something else entirely? What was your life before you walked in the Grey Realms, and how has it changed since then?
Quick Build
You can build a deadwalker quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, followed by your Wisdom. Second, choose the the hermit or haunted one background.
The Deadwalker
| Level | Proficiency Bonus | Features | Memento Moris | Spell Slots | Spell Level |
|---|---|---|---|---|---|
| 1st | +2 | Memento Mori, Grave Echoes | 1 | – | — |
| 2nd | +2 | Fighting Style, Pact Magic | 1 | 1 | 1st |
| 3rd | +2 | Deadwalker Warden, Banished from Death | 1 | 1 | 1st |
| 4th | +2 | Ability Score Increase | 1 | 2 | 1st |
| 5th | +3 | Extra Attack | 2 | 2 | 2nd |
| 6th | +3 | Deathkeeper | 2 | 2 | 2nd |
| 7th | +3 | Warden Feature | 2 | 2 | 2nd |
| 8th | +3 | Ability Score Increase | 2 | 2 | 2nd |
| 9th | +4 | ––– | 3 | 2 | 3rd |
| 10th | +4 | Inherent Echo | 3 | 2 | 3rd |
| 11th | +4 | Warden Feature | 3 | 2 | 3rd |
| 12th | +4 | Ability Score Increase | 3 | 2 | 3rd |
| 13th | +5 | Grey Arcanum | 4 | 3 | 3rd |
| 14th | +5 | Deathkeeper Improvement | 4 | 3 | 3rd |
| 15th | +5 | Warden Feature | 4 | 3 | 3rd |
| 16th | +5 | Ability Score Increase | 4 | 3 | 3rd |
| 17th | +6 | Grey Arcanum Improvement | 5 | 3 | 4th |
| 18th | +6 | Inherent Echo Improvement | 5 | 3 | 4th |
| 19th | +6 | Ability Score Increase | 5 | 3 | 4th |
| 20th | +6 | Unbound Soul | 5 | 3 | 4th |
Class Features
As a deadwalker, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per deadwalker level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per deadwalker level after 1st
Proficiencies
- Armor: Light, medium, shields
- Weapons: Simple, martial, scythes
- Tools: None
- Saving Throws: Strength, Wisdom
- Skills: Choose two from Animal Handling, Deception, Intimidation, Insight, Investigation, or Perception.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a scythe or (b) a martial weapon
- (a) a longbow and 20 arrows or (b) a martial weapon
- (a) a leather armor and a simple weapon or (b) scale mail
- (a) a dungeoneer's pack or (b) an explorer's pack
- A shield and a shovel.
Memento Mori
You have cheated death before, either through luck, stolen time, or a fell bargain, and you are left with a magical item as a reminder of that encounter. Choose one Memento Mori, which are all listed at the end of the class description. After completing a long rest, you can reform all of your Memento Moris in an unoccupied space within 5 feet of you, after which your previous Memento is destroyed. Certain Mementos cannot be taken until you reach a given deadwalker level.
You create additional Mementos at higher levels, choosing the same or different Forms when you do so. See the Memento Mori column of the Deadwalker Table for how many you can create at at time. Additionally, when you gain a level in this class, you may change out one Memento Form you have with another that you could have chosen at the level you chose the old Memento.
Grave Echoes
The manner in which you had last died suffuses your soul and produce magical, lingering effects. Choose one of the following manners in which you had died. When you die in a different manner, replace your current Grave Echo with a new one. If you die in a manner not described below, you instead retain your current Grave Echo. If you would fulfill multiple Grave Echoes when you die, choose one. If you die as a result of failing death saving throws, choose a Grave Echo that resulted in you being reduced to 0 hit points or that made you fail at least one death saving throw.
Each Grave Echo gives you access to a skill proficiency. If you already have that skill proficiency, then instead choose a deadwalker skill that you do not yet have proficiency with to gain proficiency in for as long as you have this Grave Echo.
Grave Echoes List
Blown to Bits. You were killed by an area of effect ability or spell- such as a dragon’s breath or a fireball spell. You gain proficiency in the Arcana or Sleight of Hand skills, and you can use a bonus action to disperse into a thin swarm of dust and move up to 5 feet to an unoccupied space before turning back into your regular form. You have resistance to all damage while a swarm of dust in this way, and can move through openings no smaller than 1 inch wide without squeezing. If you would turn to your normal self in a space you could not fit in, you are ejected back to where you began your movement.
Caught Unawares. You were killed outside of battle or while surprised. You gain proficiency with the Investigation or Stealth skills, and when you roll Initiative and are not surprised, you can use your reaction to target a creature within 30 feet of you. That creature must succeed on a Wisdom Saving Throw or be surprised.
Cut Down. You were killed in battle by a melee weapon attack, such as a sword, spear, or a monster’s claws. You gain proficiency with the Athletics or Insight skill, and you instinctually know if a creature you can see within 30 feet of you is hiding a weapon on their body or has a natural weapon they have lot revealed yet. This ability does not reveal what the weapon nor how many are hidden, just that it is present. Magical focuses or components are not considered weapons for this ability.
Out of Air. You suffocated to death or died from natural hazards- such as by drowning, being crushed by earth or falling. You gain proficiency in the Nature or Survival skills, you no longer need to breathe to survive, and you can dig through loose dirt or ground with your bare hands as if you had a shovel, gaining a burrowing speed of 10 feet in such places.
Hunted from Afar. You were killed in battle by a ranged weapon attack, such as a bow, crossbow, or ballista. You gain proficiency with the Acrobatics or Perception skill, and you are resistant to damage from ranged weapon attacks that were made with disadvantage. This effect does not apply to ranged weapon attacks from silvered or magical ammunition or from magical weapons.
Struck by the Elements. You were killed by an attack or spell which dealt acid, cold, fire, lightning, poison, or thunder damage. You gain proficiency with the Nature or Medicine skill, and you know absorb elements as a deadwalker spell. You can cast it without using a spell slot if it is triggered by the damage type which killed you, even if it is not normally a damage type the spell can be used to resist.
Spellstruck. You were killed by a hostile spell or magical effect. You gain proficiency with the Arcana or Religion skills, and you can sense any creature with the Spellcasting or Innate Spellcasting feature within 30 feet of you who is not behind total cover. You only sense that creature’s presence, not the kind of spellcasting they possess.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Pact Warrior
You learn two Warlock cantrips of your choice, which count as Deadwalker spells for you. Wisdom is your spellcasting ability for these cantrips.
Pact Magic
At 2nd level, your closeness to death has allowed you to pull magic from a realm beyond to cast spells.
Spell Slots
The Deadwalker table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your deadwalker spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell inflict wounds, you must spend one of those slots, and you cast it as a 2nd-level spell.
Preparing and Casting Spells
You prepare the list of deadwalker spells that are available for you to cast, choosing from the deadwalker spell list or the expanded spell choices you get from your Warden at level 3. When you do so, choose a number of deadwalker spells equal to your Wisdom modifier + half your deadwalker level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots or lower.
For example, if you are a 5th-level deadwalker, you have two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of deadwalker spells requires time spent in a deathlike trance while touching your Memento Mori: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your deadwalker spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a deadwalker spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Spellcasting Focus
If you can touch it or hold it with a free hand, you can use one of your Memento Moris as a spellcasting focus for your deadwalker spells.
Deadwalker Warden
At 3rd level, an incorporeal manifestation of your death manifests within 5 feet of you on the Ethereal plane, visible only to you or other deadwalkers. It cannot interact with the world except through Deadwalker features, such as Banished from Death.
Choose one of three Wardens- the Angel, the Ghost, or the Inevitable. Your choice changes the statistics you use when your Warden appears with your Banished from Death feature, and grants you additional spell choices when you prepare or learn deadwalker spells. Your choice also grants you features at level 7, 11, and 15.
Banished from Death
At 3rd level, whenever you are reduced to 0 hit points, you fail a death save, or you take damage when below half your maximum hit points, you may choose to die. When you die in this way, you ignore any other effects that occur if you reach 0 hit points or are killed by the attack or effect that triggered this ability, such as not being turned to dust by a disintegrate spell.
While you are dead, your Deadwalker Warden manifests in the plane your body is in, gaining temporary hit points equal to the amount of hit points you had left before you died, if any. Any spells that were effecting you when you died are instead transferred to your Warden, and the Warden is considered to be concentrating on any spells you would have lost concentration on because you died. Your body cannot decay nor be destroyed until your Warden is destroyed.
You control your Warden, which acts on your Initiative. If you had taken an action or bonus action on the turn you died, your Warden cannot also take one on that turn. For as long as you are dead, your Warden can move and act, but cannot move further than 60 feet from your body. If reduced to 0 hit points, your Warden is destroyed until you take a long rest. Your Warden cannot recover hit points except when you complete a long rest, where it recovers all lost hit points and is restored if it were destroyed, or by spending its own hit dice when either you or your Warden takes a short rest. Your Warden cannot utilize your Memento Moris.
As a 10 minute ritual while your Warden can touch your body, your Warden can restore you to life, with a number of hit points equal to the Warden’s current hit points or half your hit point maximum, whichever is lower. If a vital part of your body is missing or severely damaged, such as a head or heart, your Warden must be touching that part or a replacement part from another corpse within range during the ritual, which fuses back to your body. Once your Warden uses this ritual, you (or your Warden, if you are dead) must complete a short or long rest before they can use it again.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Additionally, your Warden can take their Multiattack action on their turn.
Deathkeeper
At 6th level, you and creatures nearby you are inured to death. When you or a creature within 30 feet of you that you can see would fail a death saving throw, you can instead cause them to stabilize. You may use this ability a number of times equal to your proficiency bonus, regaining all expended uses after taking a long rest.
Beginning at 14th level, whenever you use this ability, you may instead cause the target to recover 1 hit point.
Inherent Echo
At 10th level, you permanently imbue yourself with the effects of one Grave Echo of your choice, which is always considered in a effect for you. If your current Grave Echo is the same as your Inherent Echo, then you double your proficiency bonus with the skill gained (unless you would already double your proficiency bonus from another source, such as Expertise), but otherwise gain no other effect.
Beginning at 18th level, you can choose one more Inherent Echo.
Grey Arcanum
At 13th level, choose a 4th level spell from the Deadwalker spell list. You may either cast that spell, a Deadwalker spell of 3rd level or lower you have prepared, or one of the 4th level or lower Expanded Spell Choices from your Warden (you need not have this spell prepared). Once you cast a spell in this way, it is cast as if with a 4th level spell slot, you cannot do so again until you complete a long rest.
Beginning at 17th level, you may change your choice of spell to any 4th or 5th level Deadwalker spell, which can be cast with the same criteria, and you can choose any Expanded spell choice or 4th level or lower prepared spell. You cast this spell as if at 5th level.
Unbound Soul
At 20th level, your soul never truly passes on, and can extend that power to others who would pass on around you. When a creature you can see would die, you can choose to die instead. That creature then recovers 1 hit point if it had 0 and gains temporary hit points equal to the number hit points you had remaining.
Additionally, your Warden can use the ritual to bring you back to life at will, without requiring a short or long rest to use it again.
Deathwalker Wardens
While many entities watch over those who are barred from death, there are three common archetypes: the Angel, the Ghost, and the Inevitable.
The Angel
You are watched over by a guardian angel- a celestial entity that has latched onto you to keep you alive for some divine purpose. While this creature is undoubtedly holy, it may not be an actual angel- just as often, these Wardens are the spirits of devout clerics, enigmatic coatls, or lingering prayers given ethereal form.
Expanded Spell Choices
At 3rd level, the benevolent nature of your angelic Warden allows you to choose the following spells to prepare or cast with your Grey Arcanum. These spells are added to the deadwalker spell list and considered deadwalker spells for you.
Angel Expanded Spells
| Deadwalker level | Spells |
|---|---|
| 3rd | Bless, Divine Favor |
| 5th | Calm Emotions, Healing Spirit |
| 9th | Aura of Vitality, Spirit Guardians |
| 13th | Aura of Life, Aura of Purity |
| 17th | Summon Celestial, Wall of Light |
Holy Regeneration
At 7th level, you can convert holy radiance into energy that restores your own life. When you deal radiant damage with a deadwalker spell or whenever you heal an ally with a deadwalker spell, you can choose to recover hit points equal to 1d6 + your Wisdom modifier.
You can use this ability a number of times equal to your proficiency bonus, recovering all expended uses after you complete a long rest or whenever you die.
Divine Spirit
At 11th level, your Warden gains a flying speed of 30 feet, and resistance to radiant and necrotic damage. While your current hit points are equal to or less than half of your maximum hit points, you also have these traits.
Gates of Heaven
At 15th level, you or your Warden can use an action to open a brilliant, shining gateway on a wall within 30 feet of you for 1 minute. The gateway is impassible, but it shines with holy, bright light in a 60 foot cone facing away from the wall it is on and dim light for another 60 feet past that. When an enemy is hit by an attack while within the bright light, they take an additional 2d8 radiant damage. If they are hit by an attack while within the dim light, they take 1d8 radiant damage instead.
Additionally, as a reaction when a creature you can see recovers hit points within the bright light, you can choose for them to recover 2d8 more. You can do the same with a creature in the dim light, which only restores 1d8 more hit points.
Once you use this ability, you cannot do so again until you complete a long rest.
The Ghost
You came back from death, but something came back with you- and continues to cling to your extended life with cold hands. The lingering spirit who follows you might be a stranger, someone you knew, or even a dark reflection of yourself. Regardless, it lurks by, either seeking company, or waiting for its chance to inhabit a living vessel...
Expanded Spell Choices
At 3rd level, the lost spirit who serves as your Warden allows you to choose the following spells to prepare or cast with your Grey Arcanum. These spells are added to the deadwalker spell list and considered deadwalker spells for you.
Ghost Expanded Spells
| Deadwalker level | Spells |
|---|---|
| 3rd | Charm Person, Hex |
| 5th | Invisibility, Phantasmal Force |
| 9th | Blink, Fly |
| 13th | Greater Invisibility, Phantasmal Killer |
| 17th | Dominate Person, Mislead |
Lingering Possession
At 7th level, you learn to extend your Warden to possess a recently slain body of a creature. As an action, you can touch the body of a creature who died within the last 10 minutes and have your Warden possess them for 1 hour or until you lose concentration, as if concentrating on a spell.
Your Warden has its same statistics as normal, but uses the following traits from the creature whose body they are inhabiting: their Strength, Dexterity, and Constitution scores; their speeds, sizes, and senses; and their AC (only if it is higher than your Warden’s). Your Warden takes damage to its hit points, and is destroyed if it hits 0. Your Warden shares your Initiative, but acts at the end of your turn.
You can use this ability a number of times equal to your proficiency bonus, recovering all expended uses after you complete a long rest or whenever you die.
Incorporeal Movement
At 11th level, your Warden can move through objects and creatures as if they were difficult terrain. If they end their turn there, they are ejected into the nearest unoccupied space they travelled through during this movement, taking 1d6 force damage for every 5 feet ejected this way. You cannot move through objects of force in this way. While your current hit points are equal to or less than half of your maximum hit points, you also have these traits.
True Possession
At 15th level, you can extend your Warden’s possession even to living creatures. When you use your Lingering Possession trait, you can instead target a living creature you can touch. That creature must succeed on a Charisma saving throw or be possessed by your Warden. They have advantage on this saving throw if they have more than half their hit points remaining. While possessed, that character is incapacitated and can’t act on their turn unless your Warden allows it. Your Warden acts the same as it would with Lingering Possession, but, whenever it would take damage, that damage is split between the possessed creature’s hit points and your Warden’s.
When the living creature is damaged, they may make a Charisma saving throw to end the possession, with advantage if they have more than half their hit points remaining. If your Warden is destroyed or if you if you lose concentration, the possession ends. If the possessed creature dies, your Warden may continue to possess the body for the remainder of the hour, using their Lingering Possession feature. Once a creature succeeds on this saving throw, you cannot attempt to possess them again until you complete a long rest, and once you successfully use this ability, you cannot use it on anyone until you complete a long rest.
The Inevitable
It was not your time, but that time will come- your Inevitable will ensure that it does. Constructed of pure law, the Inevitable is a guide from the plane of Mechanus who ensures that a certain, important cog in the cosmic machine doesn't die yet. Though that is useful for you, it begs the question- when is your ordained time, and what are you ordained to do.
Expanded Spell Choices
At 3rd level, the being of ultimate law who acts as your Warden allows you to choose the following spells to prepare or cast with your Grey Arcanum. These spells are added to the deadwalker spell list and considered deadwalker spells for you.
Inevitable Expanded Spells
| Deadwalker level | Spells |
|---|---|
| 3rd | Alarm, Deadly Wellspring° |
| 5th | Augury, Zone of Truth |
| 9th | Counterspell, Leomund's Tiny Hut |
| 13th | Mordenkainnen's Private Sanctum, Summon Construct |
| 17th | Geas, Wall of Force |
Reflective Armor
At 7th level, whenever yourself or a creature within 30 feet of you takes damage, you can use your reaction to add your Wisdom modifier (min. 1) to that creature’s Armor Class until the end of your next turn. While they have this bonus their Armor Class, their first attack which hits on a turn deals additional force damage equal to half your deadwalker level (rounded down).
You can use this ability a number of times equal to your proficiency bonus, recovering all expended uses after you complete a long rest or whenever you die.
Adamantine Soul
At 11th level, your Warden turns critical hits against it into normal hits. While your current hit points are equal to or less than half of your maximum hit points, you also have this trait.
Clockwork Destiny
At 15th level, as an action ou can designate a single you see within 120 feet of you and manipulate their destiny to either doom or fortune, choosing one of the options below:
Doom. The creature may make a Wisdom saving throw, resisting this effect on a success. On a failure, they are afflicted by doom accented with a tolling, ethereal bell for 1 minute. During this time, that creature cannot benefit from advantage, and whenever you see them make an attack roll, saving throw, or ability check, you can choose to use your reaction before the roll to influence it. When you do so, if the roll on the d20 was a 9 or higher, it is considered a 8. A creature immune to divination magic is immune to this ability.
Fortune. The creature is surrounded by a magically soothing sound of ticking gears and soft chimes for 1 minute. During this time, that creature never makes an attack roll or saving throw at disadvantage, and whenever that creature would fail a saving throw and you can see them, you can use your reaction to make the saving throw using your own modifiers. If you succeed, that creature succeeds on the saving throw.
Once you use this ability, you must complete a long rest before you can use it again. If a creature resists your Doom effect, your use of this ability is not expended.
Memento Forms
When you choose your Memento Mori, you can choose from one of the list below. Certain Mementos cannot be taken until you reach a certain deadwalker level, and are divided into four different level breaks- 1st level, 5th level, 9th level, and 17th level. You can choose a Memento Mori from a previous level break whenever you gain a Memento Form, but when replacing a Memento Form, you must choose a Form that is of a level you could have chosen when you gained that Memento.
For example, at 5th level, you cannot replace your previous Ring of the Snake with the Firebird Ring, because you couldn't have selected that Memento Form when you got the Ring of the Snake at level 1. You could, however, replace your Ring of the Snake with an Armor of the Deathless, as you could have chosen that at level 1 as well.
Level 1
Armor of the Deathless
Your Memento manifests as a shadowy set of light, medium, or heavy armor, or as a shield. You are proficient with this armor. When you are hit by an attack roll while wearing your Armor of the Deathless, you can use your reaction to gain temporary hit points before you take damage. These temporary hit points are equal to the difference between the attack roll and your armor class, or half your Deadwalker level (rounded up), whichever is higher.
Once you first use this reaction, a shadowy aura appears around you for 1 minute. When the shadowy aura fades, you can’t use this reaction again until you take a short or long rest.
Chittering Skull
Your Memento manifests as a Tiny, constantly whispering and chittering skull of an unknown beast or humanoid. While someone is holding your chittering skull, its insightful whispers lets them add 1d4 to an ability check or saving throw they make. A creature can safely use this skull once, recovering their ability to do so after you take a short or long rest.
However, a creature can attempt to use it after it has already been used once, but if they fail the ability check or saving throw modified, the skull disintegrates, but continues a terrible whispering in the ears of the creature who failed, which remain until they take a short or long rest. During this time, they have disadvantage on ability checks utilizing the ability score that modified the roll they failed with the skull.
Death's Ledger
Your Memento manifests as a leatherbound, black book filled with arcane formulas and grim prophecy. While holding this Memento, you can cast any deadwalker spell you have prepared that has the ritual tag as a ritual.
Additionally, you can inscribe the name into this ledger of a creature you know as an action or the description of a specific creature over 1 minute. You can have a number of inscribed creatures equal to twice your Proficiency bonus. If you are working off of a secondhand description, you may need to succeed on an Intelligence check with proficiency to write a correct description, or you cannot attempt to write that creature into the ledger with that description again. You can remove an inscribed name as an action.
When you see a creature whose name is inscribed in this ledger take damage or recover hit points, you can use your reaction while holding this ledger for that creature to take necrotic damage equal to your Wisdom modifier (min. 1). Thereafter, that creature is surrounded by an aura of shadow for 1 minute or until you lose concentration, as if concentrating on a spell. While they are surrounded by this aura, they take necrotic damage equal to your Wisdom modifier (min. 1) whenever they take damage or recover hit points. Once you use this reaction, you cannot do on that creature again until you complete a short or long rest, and you can only have one aura of shadow active at a time- if you create a new one, your previous aura immediately fades.
Ring of the Snake
Your Memento manifests as an unassuming ring with a false inset that had a symbol of a snake when turned around. As an action, you can touch a vial of poison to this ring and change its type of delivery- from contact, inhaled, ingested, or injury.
Additionally, when you complete a short or long rest, you can choose one creature type and inscribe that type on the ring’s false inset. Creatures of that type are not immune to poison damage nor the poisoned condition when the one wearing this ring delivers the poisonous substance or casts the spell which produces the poison.
Level 5
Firebird Ring
Your Memento manifests as a ring inscribed with the symbol of a Phoenix. When you create this ring, choose one of the following cantrips: Control Flames, Create Bonfire, Green-Flame Blade, Produce Flame, or Sacred Flame. While wearing this ring, you can cast the chosen cantrip as a Deadwalker spell, with Wisdom as your spellcasting modifier. You can change your choice of cantrip whenever you complete a long rest.
Additionally, when you would begin your turn and make a death saving throw, you can choose for the ring to explode into a burst of searing flame. It is destroyed, and any creature of your choice within 15 feet of you must succeed on a Wisdom Saving Throw or take 2d8 fire damage and become blinded until the end of your next turn. You then recover 1 hit point. This damage increases to 4d8 at level 11 and 5d8 at level 17.
Graverobber's Poison
Your Memento manifests as a vial of magical poison that can harm even the dead. You can coat a weapon or 10 pieces of ammunition with a dose of this poison as a bonus action, which remains until it is washed away or you take a short or long rest. When you hit a creature with a weapon coated by this poison, they take an additional 1d8 poison damage. Once you hit a creature with a melee weapon coated with this poison, it becomes active and fades after 1 minute, though coated ammunition that hits expends the poison on it. When you hit a celestial or undead creature who would be immune or resistant to this poison, they are not considered immune or resistant to this damage.
This vial replenishes its poison after you complete a short or long rest. This poison’s damage increases to 1d10 at level 11 and 1d12 at level 17.
Heart Container
Your Memento manifests as a small, crystalline heart. While the heart container not destroyed, your hit point maximum increases by twice your deadwalker level, and you recover twice the amount of hit points from spending hit dice during a short rest. The effects of multiple heart containers do not stack.
As an action while holding your heart container, you expend your own vitality to empower others. You can sacrifice up to half of your current hit points, ignoring temporary hit points, and to grant hit points to any number of willing creatures within 30 feet of you. Losing hit points in this way is not considered taking damage for the purposes of concentration. The total amount of hit points distributed cannot be more than the amount of hit points you sacrificed. After you sacrifice hit points in this way, you gain temporary hit points equal to your deadwalker level. Once you use a heart container in this way, it shatters and is destroyed.
Stolen Reaper
Your Memento manifests as a melee or ranged weapon which you are proficient with. Attacks made with this weapon are considered magical for the purposes of ignoring damage resistances and immunities.
This magical weapon gains a bonus to hit and damage equal to the number of bodies of creatures within 30 feet of it that had been killed within the last 10 minutes, to a maximum of a +2 bonus to hit and damage. This maximum bonus increases to +3 at level 11, and +4 at level 17.
Level 9
Grim Hound
Your Memento manifests as an unnatural, shadowy hound known as a Grim, which accompanies you as an ally. See the Grim Statblock for its statistics. Your Grim acts on your Initiative, at the end of your turn, and uses your proficiency bonus (PB) in several places in its statblock. When you take the Attack action, you can replace one of your attacks to command your Hound to take an action in its stat block- otherwise, it can only take the Dash, Dodge, or Disengage actions. You can command all of your Grim Hounds in this way, if you have multiple Grim Hounds, by using your Action to command them.
As an Action on your turn, you can summon a destroyed Grim back to life in a space within 5 feet of you, where it has hit points equal to your Wisdom modifier plus half your Deadwalker level, rounded down (min. 1). You can use this action a number of times equal to your proficiency bonus, regaining all expended uses after completing a long rest. If your Grim is killed by radiant damage or by a silvered or magical weapon, then you cannot summon it back until you complete a long rest.
Shadow Phylactery
Your Memento manifests as a shadowy jewel or arcane focus. While holding your Memento, you or any creature with the Spellcasting or Pact Magic trait can cast spells of 3rd level or lower that you have prepared, using their spell slots. They use their own Spellcasting ability for the spell, though it is considered a Deadwalker spell when they cast it.
Additionally, whenever you die, you can choose to recover one expended deadwalker spell slot or an expended use of your Grey Arcanum. Once you use this aspect of this phylactery, it fades into flickering shadow and is destroyed.
Song of the Spreading Horde
Your Memento manifests as a music box or bottle which produces terrible screams of the dying when you open it. While you are holding this music box, you can cast animate dead using a deadwalker spell slot, casting it as a deadwalker spell. You can cast animate dead in this way once per long rest.
A zombie or skeleton created by a deadwalker spell you cast or one of your deadwalker abilities has a special trait while you hold this Memento- whenever they hit a creature with a weapon attack, that creature must succeed on a Constitution saving throw against disease, against your spell save DC. On a failure, the creature becomes infected, and gains one level of exhaustion. Once infected, they cannot be infected again until they are cured. At the end of each short or long rest they take while infected, they must make this save again or gain another level of exhaustion. A creature who dies while infected by this disease rises in 1 hour as a zombie, if they are humanoid, or a shadow, if they are not. These undead are not under your control, but they will not harm a creature holding the song of the spreading horde or who are within 10 feet of someone holding it.
13th Level
Blade of the Black Cat
Your Memento manifests as a shadowy simple or martial weapon, with glints of shadow magic floating around it. Attacks made with this weapon are considered magical for the purposes of ignorning damage resistances and immunities.
Additionally, whenever someone would make an attack roll at disadvantage with this weapon on that turn, they can use a bonus action on a turn to make another weapon attack with it at disadvantage.
As an action, you can destroy your blade of the black cat to confer its blessing to another weapon that you touch. It gains the properties of the blade of the black cat (apart from its ability to confer its blessing) until you take a long rest.
Pendant of the Immortal Warden
Your Memento manifests as small locket or pendant with a faint image of your Warden inscribed onto it. While you are wearing this locket, whenever you spend hit dice, you can restore hit points to your Warden equal to the amount of hit points you recovered during the rest. This effect does not stack from multiple pendants.
Whenever you die and your Warden manifests, you can choose to destroy your pendant. When you do so, your Warden has a bonus to their AC that equals your proficiency bonus, which reduces by 1 at the end of each of their turns until it would give no bonus to their AC. Additionally, until you are brought back to life, your Warden can recover hit points, and healing spells and abilities treat them as if they were a humanoid creature.
Runed Bones of Protection
Your Memento manifests as a small set of scrimshaw bones which float when held in one hand. While holding the bones, you can cast the blade ward cantrip as a deadwalker spell at will. You can cast blade ward as a bonus action a number of times equal to your proficiency bonus, regaining your ability to do so after completing a long rest.
When you cast blade ward on your turn, you can choose to gain resistance to all damage for the duration. After doing so, you cannot do so again until you take a short or long rest.
17th Level
Blank Mask
Your Memento manifests as a blank, grey mask. As a 1 minute ritual, you can place the mask to the face of a humanoid who died within the last 10 minutes before you began the ritual. The mask rips the face off the corpse and absorbs it, and the mask shifts to become a macabre representation of the absorbed face. You can only store one humanoid face in your mask at a time.
While you are wearing a mask with a stored face, you can cast alter self at will, without using a spell slot, but you can only to change your form to match the body of the stored face. When you do so, the mask turns invisible until alter self ends.
Additionally, as an action, you can destroy this mask to cast a special version of the simulacrum spell instantly, without using a spell slot. Simulacrum cast in this way creates a duplicate of the humanoid whose face you stored in your mask, it requires your concentration or the spell ends, and lasts for 10 minutes.
Call of the Macabre Carnival
Your Memento manifests as a dark calling card with image of a demonic clown or acrobat. While holding the card, you have advantage on Dexterity (Acrobatics) and Charisma (Performance) checks.
As an action, you can crush the card to summon a twisted, illusory carnival in a 100 foot cube centered on you, which remains stationary for 1 hour. Inside the carnival, on illusory platforms, translucent, illusory clowns and mimes theatrically act out the last death to occur in a given 5-foot space within the last 10 years, though they are prone to highly dramatizing the death if it was too mundane or boring. Additionally, when you create the carnival, you can create any number of illusory, opaque domed tents that fill at least a 10 foot radius within the area. A tent must be able to fit in the room or space it is created in.
Inside a tent, invisible but semi-corporeal spectators fill the inside, making it difficult terrain to move through. As a bonus action on your turn, you can designate a twisted performance to occur inside a tent you can see. Each creature inside the tent who does not have truesight must succeed on a saving throw, whose type is determined by the kind of performance you choose, or take 4d8 psychic damage, or half as much on a successful saving throw. If you choose a performance type that represents the way that an illusory clown or mime that is inside the tent is acting out a recent death, the damage increases by 2d8.
You can use this bonus action a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.
The performances are as follows:
- Animal Tamer. Requires a Constitution saving throw. One or multiple actors try to get an illusory beast or other monster to bend to their will, and are promptly torn to shreds.
- Escape Artist. Requires a Dexterity saving throw. An amateur or foolish escape artist tries re-enacts how to escape fire, lightning, traps, or other binds- and fails horribly.
- Tragic Soliloquy. Requires a Wisdom saving throw. A lone actor regales the audience of a chilling tale of cold-blooded murder, madness, or betrayal.
The Wardens (and Grim)
Angel Warden
Medium celestial, your alignment
- Armor Class 14 + your PB (Natural and Shield)
- Hit Points 5 + six times your deadwalker level + your PB (the warden has a number of d10 hit dice equal to your deadwalker level)
- Speed 30 feet
STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 13 (+1) 10 (+0) 16 (+3) 15 (+2)
- Saving Throws Wis +3 plus PB, Cha +2 plus PB
- Skills Insight +3 plus PB, Religion +0 plus PB, Medicine +3 plus PB
- Condition Immunities Charmed, frightened
- Senses Darkvision 60 feet, passive Perception 13
- Languages Celestial, all languages you knew
Emergency Revival. If the angel warden is reduced to 0 hit points, its deadwalker is restored to life with 1 hit point. The angel cannot use this ability if it had already brought its deadwalker back to life with a ritual since their last long rest.
Lingering Smites. If your deadwalker had any deadwalker spell slots left when they died, the angel deals 1d6 additional radiant damage with its attacks per spell slot left.
Actions
Multiattack. Starting at 5th level, the angel warden may make two Holy Blade or Divine Bolt attacks.
Holy Blade. Melee weapon attack: +3 plus PB to hit, reach 5 feet, one target. Hit: 7 (1d8 + 2) piercing damage, plus your Wisdom modifier (min. 1) radiant damage.
Divine Bolt. Ranged spell attack: +5 plus PB to hit, range 120 feet, one target. Hit: 7 (2d6) radiant damage, plus your Wisdom modifier (min. 1) radiant damage.
Ghost Warden
Medium undead, your alignment
- Armor Class 13 + your PB (Natural)
- Hit Points 3 + five times your deadwalker level + your PB (the warden has a number of d8 hit dice equal to your deadwalker level)
- Speed 30 feet
STR DEX CON INT WIS CHA 5 (-3) 16 (+3) 10 (+0) 13 (+1) 16 (+3) 13 (+1)
- Saving Throws Dex +3 plus PB, Cha +1 plus PB
- Skills Intimidation +1 plus PB, Stealth +3 plus PB
- Condition Immunities Exhaustion, grappled, restrained, paralyzed, prone, unconscious
- Damage Resistances Bludgeoning, piercing, or slashing damage from non-silvered, non-magical weapons; necrotic, poison
- Damage Immunities Psychic
- Senses Darkvision 60 feet, passive Perception 13
- Languages All languages you knew
Undead Nature. The ghost warden does not need to drink, eat, sleep, or breathe to survive.
Dead Knowledge. The ghost warden adds its proficiency bonus to any ability check or attack roll it makes if there is a corpse within 30 feet of it who was proficient with the relevant weapon, skill, or tool proficiency. The deadwalker’s dead body and a corpse being possessed by the ghost warden both count for this ability.
Actions
Multiattack. Starting at 5th level, the ghost warden may make two Drain Touch or Enervating Ray attacks.
Drain Touch. Melee spell attack: +3 plus PB to hit, reach 5 feet, one target. Hit: 7 (1d6 + 3) necrotic damage, plus your Wisdom modifier (min. 1) necrotic damage.
Enervating Ray. Ranged spell attack: +5 plus PB to hit, range 120 feet, one target. Hit: 7 (2d6) necrotic damage, plus your Wisdom modifier (min. 1) necrotic damage.
Bonus Actions
Banshee’s Wail (Recharge 6). As a bonus action, the ghost warden lets out a terrible, maddening wail. Any creature within 15 feet of the ghost warden who can hear the wailing must succeed on a Wisdom saving throw or become frightened until the start of the ghost warden’s next turn, or until the ghost warden is destroyed or no longer manifest. If a creature who fails this save has hit points equal to or lower than your deadwalker level, they are reduced to 0 hit points. Once a creature succeeds on this saving throw, they are immune to this warden’s Banshee’s Wail for 24 hours.
Inevitable Warden
Medium construct, your alignment
- Armor Class 13 + your PB (Natural)
- Hit Points 3 + five times your deadwalker level + your PB (the warden has a number of d8 hit dice equal to your deadwalker level)
- Speed 30 feet
STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 15 (+2) 10 (+0) 16 (+3) 10 (+0)
- Saving Throws Str +3 plus PB, Con +2 plus PB
- Skills Athletics +3 plus PB, Investigation +0 plus PB, History +0 plus PB
- Condition Immunities Exhaustion, poisoned, unconscious
- Damage Resistances Bludgeoning, piercing, or slashing damage from non-adamantine, non-magical weapons; necrotic, psychic
- Damage Immunities Poison
- Senses Darkvision 60 feet, passive Perception 13
- Languages Modron, all languages you knew
Constructed Nature. The inevitable warden does not need to drink, eat, sleep, or breathe to survive.
Immutable Form. The inevitable warden is immune to any spell or effect that would alter its form.
Actions
Multiattack. Starting at 5th level, the inevitable warden may make two Crushing Fist or Force Ray attacks.
Crushing Fist. Melee weapon attack: +5 plus PB to hit, reach 5 feet, one target. Hit: 9 (1d10 + 3) bludgeoning damage, plus your Wisdom modifier (min. 1) force damage.
Force Ray. Ranged spell attack: +5 plus PB to hit, range 120 feet, one target. Hit: 7 (2d6) force damage, plus your Wisdom modifier (min. 1) force damage.
Reactions
Reflective Body. When the inevitable warden is hit by an attack from a source they can see, they may use their reaction to roll a d8. If the total is equal to or lower than your proficiency bonus, the attack misses.
Grim Hound
Small monstrosity, unaligned
- Armor Class 11 + your PB (Natural)
- Hit Points 8 + three times your deadwalker level + your PB (the hound has a number of d6 hit dice equal to your level)
- Speed 40 feet
STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 14 (+2) 6 (-2) 12 (+1) 5 (-3)
- Saving Throws Dex +2 plus PB, Con +2 plus PB
- Skills Intimidation -3 plus PB, Stealth +2 plus PB, Perception +1 plus PB
- Condition Immunities Exhaustion, poisoned, unconscious
- Senses Darkvision 60 feet, passive Perception 11 plus PB
- Languages Understands the languages you know but cannot speak
Shadow Hound. The hound is destroyed and dissolves into ethereal mist if reduced to 0 hit points.
Sunlight Sensitivity. The hound has disadvantage on attack rolls and Wisdom (Perception) checks which rely on sight of their target is in sunlight.
Keen Senses. The hound has advantage on Wisdom (Perception) checks which rely on smell.
Pack Tactics. The hound has advantage on attack rolls if an ally is within 5 feet of their target.
Actions
Bite. Melee weapon attack: +3 plus PB to hit, reach 5 feet, one target. Hit: 6 (2d4 + 1) piercing damage, plus your Wisdom modifier (min. 1) psychic damage.
Dark Baying. Ranged spell attack: +3 plus PB to hit, range 30 feet, one target. Hit: 5 (1d8) psychic damage, plus your Wisdom modifier (min. 1) psychic damage, and the target must make a Wisdom saving throw against your deadwalker spell save DC. On a failure, the target has disadvantage on the next saving throw it makes against being frightened before the end of your next turn.
Deadwalker Spell List
1st Level
- Bane
- Cause Fear
- Constantine's Capricious Parasite°
- Copy Venom°
- Detect Evil and Good
- Detect Poison and Disease
- Earth Tremor
- Felkin’s Resonant Flesh°
- Inflict Wounds
- Jump
- Mutagenic Smite°
- Onomast’s True Syllable°
- Ray of Sickness
- Silent Image
- Sleep
- Soul Arrow°
- Thunderwave
- Unseen Servant
- Zephyr Strike
2nd Level
- Blindness/Deafness
- Bone Swarm°
- Capsule Homunculus°
- Darkness
- Darkvision
- Earthbind
- Gentle Repose
- Grave Weapon°
- Hold Person
- Misty Step
- Noctellian’s Desecrated Reliquary°
- Pale Beacon°
- Pass without Trace
- Protection from Poison
- Ray of Enfeeblement
- Silence
- Spider Climb
3rd Level
- Bestow Curse
- Coffin of Grey Realms°
- Enemies Abound
- Erupting Earth
- Feign Death
- Life Transference
- Major Image
- Remove Curse
- Revivify
- Speak with Dead
- Spirit Shroud
- Stinking Cloud
- Soul Dregs°
- Summon Shadowspawn
- Vampiric Touch
- Water Breathing
4th Level
- Arcane Eye
- Blight
- Confusion
- Death Ward
- Evard’s Black Tentacles
- Hallucinatory Terrain
- Mordenkainnen’s Faithful Hound
- Shadow of Moil
5th Level
- Antilife Shell
- Cloudkill
- Contagion
- Danse Macabre
- Enervation
- Negative Energy Flood
- Stone Tomb of Bilarro°
- Wall of Stone