Spellcasting
When you reach 3rd level, you augment your martial prowess with
the ability to cast spells. See chapter 10 for the general rules of
spellcasting and chapter 11 for available necromancy school spells.
Cantrips
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Spells
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Spells
hellish rebuke
hex
crown of madness
find steed
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Any steed summoned with the find steed spell takes the form of a
skeletal warhorse, using the standard warhorse statistics.
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between
yourself and one weapon. You perform the ritual over the course of
1 hour, which can be done during a short rest. The weapon must be
within your reach throughout the ritual, at the conclusion of which
you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you cant be disarmed
of that weapon unless you are incapacitated. If it is on the same
plane of existence, you can summon that weapon as a bonus action
on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only
one at a time with your bonus action. If you attempt to bond with a
third weapon, you must break the bond with one of the other two.
Grim Harvest
At 3rd level, you gain the ability to reap life from enemies you kill
with a weapon attack. Once per turn, when you kill a creature with a
weapon attack, you gain temporary hit points equal to your
Intelligence modifier (minimum of 1). You dont gain this benefit
for killing undead or constructs.
Chain of Fate
At 7th level, your familiarity with death and the undead grants you
resistance to necrotic damage. You also gain the Grim Knight ability
Chain of Fate.
At 15th level, any undead creature that attacks you must make a
Wisdom saving throw against your spell save DC. On a failed save,
the creature must choose a different target, or the attack
automatically misses. On a successful save, the creature is immune
to this effect for 24 hours. The creature is aware of this effect before
it makes its attack against you.
Spectral Weapon
Beginning at 10th level, you gain the Grim Knight ability Spectral
Weapon.
Spectral Weapon. As a bonus action on your turn, you call forth a
spectral version of your bonded weapon to appear in an unoccupied
space within 30 feet of you. You may then use this weapon to make
a melee attack at a target within the weapons range with all
modifiers that apply to your normal weapon strikes however, the
damage done by this weapon is considered necrotic. If you make
your first attack with this weapon, all subsequent attacks for that turn
must be done with the spectral weapon. You may use your extra
attack feature with this weapon. Using your bonus action on
subsequent turns you can maintain this summoning, allowing you to
then take another attack action with it. The weapon is unable to
move and you must maintain concentration on the spell, making a
concentration check if you are attacked. At 15th level, you may use
your action to move the weapon up to 20 feet.
You must complete a short or long rest before using this ability
again.
template by /u/jonoman3000
archetype by /u/shylocv
art from World of Warcraft and benedickbana.2014 on deviantart
Grim Reaper
Starting at 18th level, you can, as an action, summon a dark field of
spectral chains in a 30 foot circle around you. The ground in this
area becomes difficult terrain for the duration. When a creature
enters the affected area for the first time on a turn or starts its turn
there, it must succeed on a Dexterity saving throw or take 3d6
bludgeoning damage and be restrained. A creature that starts its turn
in the area and is already restrained takes 3d6 bludgeoning damage.
A creature may use its action to make a Strength check against your
spell save DC, freeing itself on a success.
Any enemy killed in this field by you or an ally triggers your Grim
Harvest ability. Additionally, while this effect is active, you can use
your action to automatically strike every restrained enemy within the
affected area for 3d6 bludgeoning damage. The chains remain in
place for 1 minute or until you dismiss them.
You must complete a long rest before using this ability again.