Roguish Archetype: Grave Robber

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Grave Robber

Some rogues burgle tombs and graves to abscond with the jewels and riches within, but the archetypal grave robber plunders far more morbid treasures. These rogues learn the secrets of life and death, past and future, stealing them away for purposes both magical and mortal.

Spellcasting

3rd-level Grave Robber feature

You gain the ability to cast spells.

Cantrips. You learn the thaumaturgy cantrip and two other cantrips of your choice from the cleric spell list. You learn one additional cleric cantrip of your choice at 10th level.

Spell Slots. The Grave Robber Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher. You know three 1st-level cleric spells of your choice, two of which you must choose from the divination and necromancy spells on the cleric spell list.

The Spells Known column of the Grave Robber Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be a divination or necromancy spell of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or necromancy spell, unless you're
replacing the spell you gained at 3rd, 8th,
14th, or 20th level.

Spellcasting Ability. Charisma is your spellcasting ability for you cleric spells, since you cast spells by calling upon secrets pulled from spirits and stolen from the outer planes. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Ritual Casting. You can cast a cleric spell as a ritual if that spell has the ritual tag and you know the spell.

Grave Robber Spellcasting
Rogue
Level
Cantrips
Known
Spells
Known
1st 2nd 3rd 4th
3rd 3 3 2
4th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
16th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1
Art Credit: Aurore Folny, WotC
This is unofficial Fan Content permitted under the Open Gaming License. It is not approved/endorsed by Wizards of the Coast. Portions of the material used may be property of Wizards of the Coast. Copyright Wizards of the Coast LLC.

Voice of the Grave

3rd-level Grave Robber feature

Your voice channels haunting secrets. When you cast thaumaturgy, you gain the following additional benefits:

  • When you cause your voice to boom louder, you can choose for it to originate from anywhere within the spell's range.
  • Sounds you create within range last for up to 1 minute rather than instantaneously, and you can use your bonus action to alter the sounds you make.
  • The verbal component for the spell can be any word, so long as it is spoken at a whisper, that you can choose to be heard as a whisper by anyone within the spell's range.

Additionally, when you use your action to cast thaumaturgy to create an audible effect, you have advantage on Dexterity (Stealth) and Dexterity (Sleight of Hand) checks you make until the end of your next turn.

Hidden Rituals

9th-level Grave Robber feature

You learn to cast spells in dead languages and with forgotten gestures. When you begin casting a cleric spell, you can make a Charisma (Stealth) check as a part of the casting, which is contested by a creature's passive Perception. A creature whose passive Perception is lower than your check doesn't recognize that you are casting a spell, even if the spell has components the creature would normally see or hear.

Impersonate Corpse

13th-level Grave Robber feature

Your familiarity with corpses allows you to magically become them. Over the course of a short rest or long rest, which you take within 5 feet of a humanoid corpse, you can conduct a ritual to take on the identity of the deceased. While you impersonate the corpse, you gain the following benefits:

  • Your size, height, weight, facial features, voice, hair length, coloration, and distinguishing characteristics match that of the deceased. If the creature is missing limbs or a head, yours becomes invisible, as to appear as if you lack the appendage.
  • You learn the creature's thoughts and all the details from its last 24 hours of life.
  • You gain resistance to poison and necrotic damage, and you are immune to disease.
  • The first time you hit a creature who knew the deceased with a weapon attack, you gain the benefits of your Sneak Attack even if you do not have advantage or an ally within 5 feet, but not if you have disadvantage on the attack.

Your impersonation lasts for 8 hours and ends early if you die or you choose for it to (no action required). Once you impersonate a corpse with this feature, you can't do so again with that same corpse.

Steal from Death

17th-level Grave Robber feature

You learn to rob even death of its prize. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to make a Charisma (Sleight of Hand) check to steal your soul back into your body. If the result of your check is equal to or greater than the damage  taken, you return to consciousness with a number of hit
  points equal to your rogue level, and you have resist-
   ance to all damage until the end of your next turn.

    Before you make your check, you can choose to
    expend an available spell slot to bolster it (no
     action required). When you do so, you add a bonus
    to your check equal to 10 times the spell's level, and
    you regain an equal number of additional hit points
    if you succeed.

Art Credit: Aurore Folny, WotC
This is unofficial Fan Content permitted under the Open Gaming License. It is not approved/endorsed by Wizards of the Coast. Portions of the material used may be property of Wizards of the Coast. Copyright Wizards of the Coast LLC.

 

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