D&D Homebrew Classes - The Gravedigger
As always, though this homebrew was made with D&D 3.5 edition in mind, with a few tweaks you can absolutely use this material with Pathfinder 1st edition! -- Aboleth Eye
The work is hard, isolating and breeds a peculiar comfort with death; all of which does nothing to better a gravedigger’s reputation and social standing. People deal with gravediggers only when necessary, and yet some pursuers of this career like having that power.
However, should the time come, all must pay tithe to the one who digs the grave and silences the restless undead. Those who show hatred and animosity to their devoted gravediggers often come upon bad ends. Death loves to prey upon those who scorn or disrespect its servants.
Gravediggers are a more devout and isolated caste of people, typically those who are either touched by death or are outcasts of some variety. Orphans, mutants and those considered unclean by society most often become gravediggers out of necessity. They share a similar lifestyle and role to rangers, living on the outskirts of more urbane territories due to their dour mindset. Despite the distances between their territories, gravediggers are able to communicate through the veil between life and death, passing on messages and alerts throughout the realm... Some claim to speak for the dead directly, in fact.
Whenever an undead rises or a restless spirit comes about, the gravedigger is always called upon. Usually, these stalwart souls know of disturbances before they are revealed! willingly stained with the dirt of the grave, and they wield their sway over shambling corpses and vengeful ghosts with deep reverence and fascination with death...
However, in these dark times, gravediggers may often wander, hearing the call of death and answering with curiosity, duty or thought of calamity. These wandering gravediggers are not opposed to bringing death themselves, and are often found in newly discovered charnel fields, haunted necropoli and infested dungeons. Travelling gravediggers are often disdained by established ones due to rumors of tomb raiders and aspiring necromancers tempting them to put their gifts to ill use.
Class Details
Alignment: any non-good
Hit Dice: d8
Skill Points: 6 + Intelligence modifier, quadruple for 1st class level
Class Skills: Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Gather Info (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Ride (Dex), Sense Motive (Wis), Tumble (Dex) and Use Rope (Dex).
Table: the Gravedigger Class
Level | BAB | Fort | Ref | Will | Special Features |
---|---|---|---|---|---|
1st | +1 | +2 | +2 | +0 | Favored Enemy (1st--Undead), Trapfinding, Spellcasting |
2nd | +2 | +3 | +3 | +0 | Armor of the Senses |
3rd | +3 | +3 | +3 | +1 | Deathchatter |
4th | +4 | +4 | +4 | +1 | |
5th | +5 | +4 | +4 | +1 | Favored Enemy (2nd), Spiritual Channeling |
6th | +6/+1 | +5 | +5 | +2 | Skin of the Moon |
7th | +7/+2 | +5 | +5 | +2 | |
8th | +8/+3 | +6 | +6 | +2 | Evasion |
9th | +9/+4 | +6 | +6 | +3 | |
10th | +10/+5 | +7 | +7 | +3 | Favored Enemy (3rd) |
11th | +11/+6/+1 | +7 | +7 | +3 | Uncanny Dodge |
12th | +12/+7/+2 | +8 | +8 | +4 | |
13th | +13/+8/+3 | +8 | +8 | +4 | Indomitable Mind |
14th | +14/+9/+4 | +9 | +9 | +4 | |
15th | +15/+10/+5 | +9 | +9 | +5 | Favored Enemy (4th) |
16th | +16/+11/+6/+1 | +10 | +10 | +5 | |
17th | +17/+12/+7/+2 | +10 | +10 | +5 | Hide in the Night |
18th | +18/+13/+8/+3 | +11 | +11 | +6 | |
19th | +19/+14/+9/+4 | +11 | +11 | +6 | |
20th | +20/+15/+10/+5 | +12 | +12 | +6 | Favored Enemy (5th) |
Table: Gravedigger Spells Per Day
Level | 0 | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|
1st | 2 | -- | -- | -- | -- | -- |
2nd | 2 | 1 | -- | -- | -- | -- |
3rd | 2 | 2 | -- | -- | -- | -- |
4th | 3 | 2 | 1 | -- | -- | -- |
5th | 3 | 2 | 2 | -- | -- | -- |
6th | 3 | 3 | 2 | 1 | -- | -- |
7th | 4 | 3 | 2 | 2 | -- | -- |
8th | 4 | 3 | 3 | 2 | 1 | -- |
9th | 4 | 4 | 3 | 2 | 2 | -- |
10th | 4 | 4 | 3 | 3 | 2 | 1 |
11th | 4 | 4 | 3 | 2 | 2 | 2 |
12th | 4 | 4 | 4 | 3 | 2 | 2 |
13th | 5 | 4 | 4 | 4 | 3 | 3 |
14th | 5 | 4 | 4 | 4 | 3 | 3 |
15th | 5 | 5 | 4 | 4 | 4 | 3 |
16th | 5 | 5 | 4 | 4 | 4 | 3 |
17th | 5 | 5 | 5 | 4 | 4 | 4 |
18th | 5 | 5 | 5 | 4 | 4 | 4 |
19th | 5 | 5 | 5 | 5 | 4 | 4 |
20th | 5 | 5 | 5 | 5 | 4 | 4 |
Class Features
Weapon and Armor Proficiency: A gravedigger is proficient with all simple weapons, in addition to the combat spade, combat shovel, lantern mace and lantern staff.
Gravediggers are also proficient with light armor and shields (except tower shields).
Favored Enemy (Ex): At 1st level, a gravedigger begins to learn where the vulnerabilities of life and unlife are. They receive a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against all Undead creatures. Likewise, they get a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the gravedigger may select an additional favored enemy from those given on the table below. In addition, at each such interval, the bonus against any one favored enemy (including a past or new addition) increases by +2.
If the gravedigger chooses humanoids or outsiders as a favored enemy, they must also choose an associated subtype, as indicated on the list below. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Unlike Rangers, a gravedigger cannot use their deathly connection against creatures with planar origins, such as Elementals and non-native Outsiders.
Favored Enemy List
Favored Enemies | |||
---|---|---|---|
Aberration | Humanoid (dwarf) | Humanoid (human) | Outsider (native) |
Animal | Humanoid (elf) | Humanoid (orc) | Plant |
Dragon | Humanoid (goblinoid) | Humanoid (reptilian) | Undead |
Fey | Humanoid (gnoll) | Magical Beast | Vermin |
Giant | Humanoid (gnome) | Monstrous Humanoid | |
Humanoid (aquatic) | Humanoid (halfling) | Ooze |
Trapfinding: Comfortable in tombs and necropoli, gravediggers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a non-magical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Gravediggers can also use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A gravedigger who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with their party) without disarming it.
Spellcasting: A gravedigger gains the ability to cast a small number of divine spells, which are drawn from the Gravedigger spell list. A gravedigger must choose and prepare their spell slots in advance (see below).
To prepare or cast a spell, a gravedigger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a gravedigger’s spell is 10 + the spell level + their Wisdom modifier.
Like other spellcasters, a gravedigger can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: Gravedigger Spells. In addition, they receive bonus spells per day if they have a high Wisdom score.
When Table: Gravedigger Spells Per Day indicates that the gravedigger gets 0 spells per day of a given spell level, they only gain the bonus spells they would be entitled to based on their Wisdom score for that spell level. The gravedigger does not have access to any domain spells or granted powers, as a cleric does.
A gravedigger prepares and casts spells the way a cleric does, though they cannot spontaneously cast cure or inflict spells as clerics do. A gravedigger may prepare and cast any spell on the gravedigger spell list, provided that they can cast spells of that level; but the gravedigger must choose which spells to prepare during daily meditation.
A gravedigger’s caster level is one-half their class level, rounded up.
Armor of the Senses (Su): At 2nd level, a gravedigger adds their Wisdom bonus (if any) to their Armor Class. This bonus only applies when the gravedigger wears light armor or no armor. This bonus to AC applies even against touch attacks and when flat-footed.
The gravedigger loses this bonus when immobilized or helpless, when wearing any armor greater than light, or when carrying a medium or heavy load.
Deathchatter (Sp): At 3rd level, once per day the gravedigger can transmit a message of twenty-five words or less to the nearest gravedigger, or to a cleric, paladin, or other divine spellcaster devoted to Death (usually their patron deity having Death/Repose one of their domains).
This ability is equivalent to casting the sending spell, with the additional limits that it only functions at night, and it cannot be used to contact anyone outside of the Material Plane. The gravedigger immediately knows if a condition would prevent the message from reaching its target.
Spiritual Connection (Sp): At 5th level, the gravedigger can cast speak with animals and speak with dead, as spell-like abilities.
They can use any combination of these effects up to three times per day. These have a caster level equal to their gravedigger level.
Skin of the Moon (Su): At 6th level, a gravedigger gains damage reduction 2/-- at night, regardless of whether or not the moon is visible. This damage reduction increases to 3/-- under the unobscured light of the moon.
This ability stacks with damage reduction of the same type from other sources (such as a barbarian's Damage Reduction).
Evasion (Ex): At 8th level and higher, a gravedigger can avoid even magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, instead they take no damage.
Evasion can be used only if the gravedigger is wearing light armor or no armor. A helpless gravedigger does not gain the benefit of evasion.
Uncanny Dodge (Ex): Starting at 11th level, a gravedigger can react to danger before their senses would normally allow them to do so. The gravedigger retains their Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized.
If a gravedigger already has uncanny dodge from a different class they automatically gain improved uncanny dodge instead.
Indomitable Mind (Su): At 13th level, a gravedigger gains immunity to mind-affecting spells and abilities, with the exception of harmless mind-affecting spells and abilities (such as bless and heroism).
Hide in the Night (Ex): Upon first gaining this ability at 17th level, the gravedigger no longer takes a -5 penalty on Hide checks when moving faster than half speed, nor do they take the standard -10 penalty when attempting to hide during a brief distraction.
In addition to the above, the gravedigger may attempt a Hide check in any terrain so long as the illumination is lightless or shadowy.
Note: with DM/GM approval you could negotiate that the shadow of an adjacent ally could count as shadowy illumination.
Gravedigger Spell List:
0-level Spells:
- Create Water: Creates 2 gallons/level of pure water.
- Cure Minor Wounds: Cures 1 point of damage.
- Detect Magic: Detects spells and magic items within 60 ft.
- Flare: Dazzles one creature (–1 penalty on attack rolls).
- Guidance: +1 on one attack roll, saving throw, or skill check.
- Know Direction: You discern north.
- Light: Object shines like a torch.
- Mending: Makes minor repairs on an object.
- Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
- Resistance: Subject gains +1 bonus on saving throws.
- Virtue: Subject gains 1 temporary hp.
- Naturewatch: As deathwatch, but on animals and plants.
1st-level Spells:
- Alarm: Wards an area for 2 hours/level
- Animal Messenger: Sends a Tiny animal to a specific place.
- Calm Animals: Calms (2d4 + level) HD of animals.
- Delay Poison: Stops poison from harming subject for 1 hour/level.
- Detect Plants/Animals: Detects kinds of animals or plants.
- Detect Poison: Detects poison in one creature or object.
- Detect Snares and Pits: Reveals natural or primitive traps.
- Endure Elements: Exist comfortably in hot or cold environments.
- Entangle: Plants entangle everyone in 40-ft.-radius circle.
- Hide from Animals: Animals can’t perceive one subject/level.
- Jump: Subject gets bonus on Jump checks.
- Longstrider: Increases your speed.
- Pass without Trace: One subject/level leaves no tracks.
- Read Magic: Read scrolls and spellbooks.
- Resist Energy: Ignores 10 (or more) points of damage/attack from 1energy type.
- Speak with Animals: You can communicate with animals.
- Accelerated Movement: Take no speed penalty when using Balance, Climb, or Move Silently.
- Arrow Mind: Make attacks of opportunity with bows.
- Bloodhound: Pick up a lost trail immediately.
- Deathwatch: Reveals how near death subjects within 30 ft. are.
- Easy Trail: Walk through thick plant growth without trouble.
- Embrace the Wild: Gain the senses of an animal you choose.
- Exacting Shot: Your ranged attacks ignore concealment and always confirm critical hits when used on a favored enemy.
- Instant Search: Make a search check as a free action.
- Impeding Stones: Earthen ground and cobblestones crack and shift, hampering foes.
- Lay of the Land: You gain an overview of the geography around you.
- Lightfoot: Your move does not provoke attacks of opportunity for 1 round (swift).
- Locate City: Find nearest city.
- Low-light Vision: Target gains lowlight vision.
- Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
- Smell of Fear: Touched creature attracts predatory animals (they gain +1 attack/dmg rolls per 3 levels)
- Stalking Brand: Marks a creature with a symbol only seen by you and detect magic, always visible even under disguise self/polymorph/invisibility.
- Shatter: Sonic vibration damages objects or crystalline creatures.
- Webfoot: Target gains +4 on Swim and is less hindered by bog terrain.
2nd-level Spells:
- Barkskin: Grants +2 (or higher) enhancement to natural armor.
- Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
- Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Hold Animal: Paralyzes one animal for 1 round/level.
- Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Snare: Creates a magic booby trap.
- Spike Growth: Creatures in area take 1d4 damage, may be slowed.
- Wind Wall: Deflects arrows, smaller creatures, and gases.
- Animalistic power: Subject gains +2 bonus to Str, Dex, and Con.
- Blades of Fire: Your weapons deal fire damage.
- Burrow: Touched creature can burrow through earth/loose rock 30 feet speed, 1 minute/level.
- Briar Web: Area entangles creatures and thorns deal 2d6 damage.
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
- Crown of Clarity: +2 to Listen and Spot, discharge spell to gain +8.
- Curse of Arrow Attraction: Subject takes –5 penalty to AC against ranged attacks.
- Curse of Impending Blades: Subject takes –2 penalty to AC.
- Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
- Fell the Greatest Foe: Touched creature deals extra dmg against larger size creatures, lasts 1 round/level.
- Haste (Swift): You are hasted for 1 round (cast as swift action).
- Hunter’s Eye: Gain +1d6 sneak attack damage/3 caster levels for 1 round.
- Invisibility: Subject is invisible for 1 min./level or until it attacks.
- Locate Object: Senses direction toward object (specific or type).
- Primal Instinct: Gain a +5 bonus on initiative checks and Survival checks.
- See Invisibility: Reveals invisible creatures or objects.
- Silvered Weapon: Single weapon/projectile is silvered 1 round/level.
- Spawn Screen: You resist being transformed into an undead spawn if slain.
- Spore Field: Mushrooms grow from ground, slowing movement and sickening living creatures
- Zone of Glacial Cold: Deals 1d6 cold damage to all creatures in area.
3rd-level Spells:
- Command Plants: Sway the actions of one or more plant creatures.
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
- Darkvision: See 60 ft. in total darkness.
- Diminish Plants: Reduces size or blights growth of normal plants.
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in/on subject.
- Remove Disease: Cures all diseases affecting subject.
- Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
- Water Walk: Subject treads on water as if solid.
- Blade Storm: Make a melee attack against every foe in range.
- Bottle of Smoke: Uncorking bottle creates fast horse made of smoke.
- Burrow, Mass: One creature/level gains burrow speed 30 feet, lasts 1 min/level.
- Brittleskin: Target creature takes extra damage equal to natural armor bonus, 1 round/level.
- Curse of Impending Blades, Legion’s: Enemies take –2 penalty to AC.
- Detect Favored Enemy: You know if favored enemies are within 60 ft.
- Find the Gap: Your attacks ignore armor and natural armor.
- Forestfold: You give yourself camouflage.
- Guardian Spirit: Subject can activate bonus on AC, Reflex saves, and Dex-based checks for 1 minute.
- Jump, Mass:
- Mark of the Hunter: Rune on creature makes it easier to track and attack.
- Magic Vestment: Armor or shield gains +1 enhancement per four levels.
- Meld into Stone: You and your gear merge with stone.
- Phantasmal Decoy: Creates illusory enemy for foe to chase.
- Tremorsense: Can detect any object/creature in contact with ground without 30 feet.
4th-level Spells:
- Commune with Nature: Learn about terrain for 1 mile/level.
- Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Freedom of Movement: Subject moves normally despite impediments.
- Nondetection: Hides subject from divination, scrying.
- Tree Stride: Step from one tree to another far away.
- Arrow Storm: Make a ranged attack against every foe in sight.
- Aura of Cold, Lesser: Intense cold deals 1d6 damage to creatures within 5 ft.
- Bane Bow: Weapon becomes +5 bane against favored enemy.
- Bloodfreeze Arrow: Masterwork arrow/bolt inflicts +2d6 cold dmg and paralyzes target.
- Darkvision, Mass: You grant darkvision to multiple targets.
- Deeper Darkvision: Touched creature can see 60 ft in darkness (mundane and magical)
- Find the Path: Shows most direct way to a location.
- Foebane: Your weapon is extremely effective against favored foes.
- Implacable Pursuer: You know where prey is, as long as it’s moving.
- Land Womb: You and up to 1 creature/level are encased by earth 10 ft below surface.
- Shadow Arrow: Masterwork arrow/bolt enchanted to ranged touch attack, inflicts 1d6 Strength damage instead of normal.
- Spell Immunity: Subject is immune to one spell per four levels.
- Swamp Stride: As tree stride, but applicable to pools of water.
5th-level Spells:
- Astral Hospice: While on the Astral Plane, open a portal to a demiplane so natural healing can occur.
- Baleful Polymorph: Transforms subject into harmless animal.
- Bleed: Touched creature takes Con damage from piercing or slashing weapons; repeated use imposes a -4 penalty on certain Fort saves.
- Control Winds: Change wind direction and speed.
- Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
- Death Ward: Grants immunity to death spells and negative energy effects.
- Dispel Magic: Cancels spells and magical effects.
- Echo Skull: Touched skull sees, hears and speaks as you can from any distance, can switch perception to its location (free action)
- Panacea: Removes most afflictions.
- Phantom Stag: Magic stag appears for 1 hour/level.
- Planar Tolerance: Provides long-term protection against overtly damaging planar traits.
- Secure Corpse: Traps corpse inside holy symbol.
- Slay Living: Touch attack kills subject.
- Spell Resistance: Subject gains SR 12 + level.
- Vulnerability: Reduces an opponent’s damage reduction.
- Wall of Thorns: Thorns damage anyone who tries to pass.
- Wood Rot: Wooden object or plant takes severe damage.
Gravedigger Weapons
Weapon | Cost | Dmg (S) | Dmg (M) | Crit | Weight | Type |
---|---|---|---|---|---|---|
Combat Spade | 5 gp | 1d4 | 1d6 | x3 | 1 lb. | Piercing |
Combat Shovel | 10 gp | 1d6 | 1d8 | x2 | 5 lb | Bludgeoning or Piercing |
Lantern Mace | 5 gp | 1d6* | 1d8* | x2 | 5 lb | Bludgeoning |
Lantern Staff | 8 gp | 1d4*/1d4 | 1d6*/1d6 | x2 | 6 lb | Bludgeoning |
- Combat Spade - Martial Light Weapon
- This digging spade has been honed to a sharp point for combat. As well as a weapon, the combat spade ignores the Hardness of natural earth and stone while digging.
- Combat Shovel - Martial Two-handed Weapon
- This shovel is heavy and well balanced for combat, and is wielded two-handed in combat. The combat shovel can be used as a crowbar, and ignores the Hardness of natural earth and stone while digging.
- Lantern Mace - Exotic One-handed Weapon
- A large-handled mace with a reinforced glass lantern chamber at the head. Several grooves within the ornate ironwork allow for flammable oil to fill the lantern. There is an ignition system within the handle, which can set the oil reservoir alight.
- A gravedigger can fill a lantern mace with one oil flask and ignite the lantern end (as a free action once per turn). While ignited, the lantern mace sheds light as a Common Lamp--providing a 15 foot radius with clear illumination, and shadowy illumination for a 30 foot radius. Each oil flask lasts 2 hours within the lantern.
- *While illuminated, the lantern mace inflicts +1 bonus fire damage on a successful melee hit.
- If this weapon is given the flaming or flaming burst special ability, it no longer requires oil flasks to be lit and inflicts its illuminated bonus +1 fire damage while the special ability is active.
- Lantern Staff - Exotic One-handed/Two-handed Weapon
- This quarterstaff has a crook at one end, where a chained ball lantern hands. The ball lantern is made of iron and glass, and can be swung as a weapon. The lantern mace is a double weapon, able to be used at both ends--although only the lantern end has additional abilities. It can be wielded one handed or two-handed.
- A gravedigger can fill a Lantern Staff with one oil flask and ignite the lantern end (as a free action once per turn). While ignited, the lantern staff sheds light as a Common Lamp--providing a 15-foot radius with clear illumination, and shadowy illumination for a 30-foot radius. Each oil flask lasts 3 hours within the lantern.
- *While illuminated, the staff’s lantern end inflicts +1 bonus fire damage on a successful melee hit.
- If this weapon is given the flaming or flaming burst special ability on its lantern end, it no longer requires oil flasks to be lit and inflict the illuminated bonus +1 fire damage while the special ability is active.
Author's Note:
Thank you for reading! We hope the Gravedigger makes a creepy but helpful addition to your campaign parties!
This was one of the first homebrew projects I have ever made. And it's one of the few that truly felt complete and playable. I have even gotten the chance to use it in one of my regular D&D games!
Ranger was my very first character class when I played my first D&D one-shot. Yeah it kinda sucked because I didn't fully grasp how the game was played; I tried two-handed as a 2nd-level aasimar. My next character I made, for a longer campaign through college, was a changeling ranger focused on archery; and that was much better experience.
While ranger often gets the shaft when it comes to homebrew and newer releases, I have a soft spot for it and its unique combat skill tree. I just think they're neat. lol
I hope you have fun playing your own gravediggers in your own games!
Aboleth Eye