[WIP ]Graverobber Class - V3

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Graverobber
The Graverobber
Level Proficiency Bonus Expertise Trick Points Features
1 +2 1d6 - Improvise Expertise, Quick Feet, Quick Fingers
2 +2 1d6 2 Up the Sleeves
3 +2 1d6 2 Absolver Style, Absolver Style Feature
4 +2 1d6 3 Ability Score Improvement, Robber Remedy
5 +3 1d8 3 Poison Darts
6 +3 1d8 4 Absolver Style Feature, Dagger and Swagger, Better Safe than Sorry
7 +3 1d8 4 Untielding Mind
8 +3 1d8 5 Ability Score Improvement
9 +4 1d8 5 Underground Alchemist
10 +4 1d8 6 Skillful Raider
11 +4 1d10 6 Absolver Style Feature
12 +4 1d10 7 Ability Score Improvement
13 +5 1d10 7 Wasn't Here, Never Here
14 +5 1d10 8 Every Chance Well Taken
15 +5 1d10 8 One Time Experience
16 +5 1d10 9 Ability Score Improvement
17 +6 1d12 9 Absolver Style Feature
18 +6 1d12 10 Can't Die Here
19 +6 1d12 10 Ability Score Improvement
20 +6 1d12 12 Graveyard Bogeyman

   For Graverobbers, becoming an adventurer might be a part of doing something bigger or just the pursuit of something. You're willing to do it? Forced to? Or just happen to have a reason so you must do. Doing illegal things for a living ain't the way to go. Whatever reason it is, it's better be worth living in the shadow and rob dead people.
















Graverobber

Graverobber is a versatile and nimble combatant, moving back and forth through the ranks with ease. they strike without warning and retreat to the shadows, continuing their assault at range. If their throwing daggers and poison darts aren't getting the job done, they can return to the melee, buffed and slinging their pickaxe!


Class Features

As a Graverobber, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per Graverobber level
  • Hit Points at 1st Level: 6 + Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per graverobber level after 1st level

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple Weapons, Improvised Weapons, Throwing Weapons, Hand Crossbow, Dart, and Graverobber Weapons
  • Tools: Your choice of one Gaming Set or Thieves' Tools and Graverobber Kit

  • Saving Throws: Dexterity, Wisdom
  • Skills: Choose two skills from Acrobatics, Arcana, Deception, Insight, Investigation, Nature, Sleight of Hand, Stealth, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Leather Armor or (b) Padded Armor
  • (a) Pick or (b) Warpick or (c) Pickaxe
  • (a) a Dungeoneer’s Pack or (b) an Explorer’s Pack
  • 2 Daggers, a Graverobber Kit and a Shovel

Improvise Expertise

At 1st level, digging up graves aren't what people usually do. Of course it is illegal and surely the law will stop you from doing it, so you learn to adapt. You learn to use your tools to their full potential and get away clean hands after doing something dirty. You gain the following benefits after using this class.

  • You can roll Improvise Expertise die for damage instead of lower or normal die of Pick, Pickaxe, Warpick weapon, and Graverobber weapons. This die changes as you gain graverobber levels, as shown in Improvise Expertise table.
  • You roll Deception with advantage against guards and citywatch or anyone associated with law.
  • You roll Investigation with advantage while in Tomb, Graveyard, or any place with graves.

Quick Feet, Quick Fingers

Beginning at 1st level, you begin to use your dexterity and nimbleness to your advantage in battle.

  • You can add +1 to your AC when you are wearing Light Armor or no armor and are not using a Shield or 2 Handed Weapon. Two-Weapon fighting not included.
  • You can use Dodge action as bonus action only after you attacked an enemy. Moving away from the target will cause the dodge effect to end.

Up the Sleeves

Starting at 2nd level, your experience on dealing with things as they come up has given you an improvisation to devise the situation. Your Graverobber level determines the maximum number of points you have, as shown in the Trick Points Column of the Graverobber table
   You can spend these points to wing various adaptation during the battle. Only 1 Trick Point can be spend each turn. You remember 4 Tricks you usually use when things get tough. You regain all expended Tricks Points when you complete a short or long rest.


Artful Dodger
You can spend 1 Trick Point and use your reaction to add 1d6 to your AC or saving throw immediately after being attacked. If you're still hit, you take half the damage.

Sneaky Bastard
You can spend 1 Trick Point and use Hide action as bonus action with advantage. If failed, the next 2 attacks before the start of your next turn will be made with disadvantage.

Double Trouble
Immediately after you take the Attack action on your turn, you can spend 1 Trick Point and attack twice with the same weapon or offhand weapon.

Later Gator
You can spend 1 Trick Point and make Dash action. Add 10 feet to your Dash distance and you will not provoke any opportunity attack during this action.

Different Approach

At 2nd level, you can choose to deal piercing, bludgeoning, or slashing damage while wielding a any pick or Graverobber weapon.

Absolver Style

Starting at 3rd level, you choose your way of dealing with anything that comes up or simply the way you get out of troubles that suit your style: Mastermind, Quarreler, Ghost, Artisan, or Fugitive, all detailed at the end of core class description. Your Absolver Style grants you features at 3rd level and again at 6th, 11th, and 17th level.

Ability Score Improvement

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.

Robber Remedy

Starting at 4th level, your selfcare from all the dirty work you've done with the corpses and blight is on the list. You learn to make a special potion brew used by fellow Graverobbers for curing and make you immune to poison or common plagues. After taking it, you can also add 1d4 to both your attack roll and the damage roll once before the effect ends. Effect lost after 1 hour. The recipe is quite complicated and might be different for each effect so you can make only 1 per long rest and expires after 1 day.

Poison Darts

Starting from 5th level, one of the weapons used within the Graverobber circles are Poison Darts. You can make them during short or long rest using your Graverobber Kit. You may carry 3 of them at a time. Target suffer dart damage (1d4 Piercing) and roll a Constitution saving throw. If failed, target is affected with poison condition until cured. See more at the end of class description.

Dagger and Swagger

Once you're at the 6th level, you learn to make Flashing Daggers and carry up to 3 of them. Attacking with them any direction cause them the daggers to break and deal d8 except d4 in the front. You can make 2 during short rest and until your max capacity during long rest. See more at the end of class description.

Better Safe than Sorry

Starting from the 6th level, sometimes, you have to make sure if it's already dead. Better be safe than sorry. You make a advantage roll against a creature with normal attack. If hit you can add expertise due to your damage roll. You can reroll a nat 1 if there's any in the roll. You can use this feature only once per short rest.

The Graverobber

Unyielding Mind

Years of horror within the graveyards and tombs make you a strong minded person. At the 7th level, you gain proficiency in Wisdom saving throw. Snap out of it.

Underground Alchemist

At 9th level, you can now dilute Robber Remedy potion into 2 vials. Doing so will split the bonus die into each vial but the antidote remains the same. Meaning 1 will have bonus Hit die and another one will have bonus damage die while both can be use to as a cure.

Skillful Raider

By the 10th level, you've rob enough places to know their tricks they use on your body and your mind, perhaps souls. You have resistance to damage cause by traps and gain advantage on saving throws against enchantment spells and traps.

Wasn't here, Never here

Starting at 13th level, you learn to blend in to any place you are. Don't attract attention and remains in the shadow. Once you have taken a long rest in a settlement or town, you gain advantage on Deception, Performance, Persuasion, Sleight of Hand, and Stealth while you're there or with people who came from that place.

Every Chance Well Taken

When you reach level 14th, you can use your reaction and spend 1 Trick Point to make an attack after a melee attacker missed an attack with you. You can use this feature once until your turn.

One Time Experience

At 15th level, some places aren't meant to come back so better take what you're looking for and get the hell out of here. You gain addition 45 lbs. carrying capacity. You don't receive speed reduction for being encumbered and don't apply disadvantage to all Strength and Dexterity check or saving throw.

Can't Die Here

Starting at 18th level, you can't die in a place like this, get up and die somewhere else. Maybe live on after getting out. If you have 4 level or exhaustion or lower and are reduced to 0 hit points, you can use this feature instead of rolling a death save. You regain half your max hit point and half your Trick Points, and gain a level of exhaustion. You cannot use this feature again until you finish a long rest.

Graveyard Bogeyman

At 20th level, you once fear what you're doing, until now, you are what you fear. You are now resistance to being charmed and have to fail 3 saving throw against fear before being affected. You roll advantage for and against every intimidation check you make or receive. You now have +2 to your initiative roll, and now treat 19 as a natural 20 for every roll.





















Absolver Style

Absolver style is nothing formal but is well known in the circle or career of fellow Graverobbers who share similarity when dealing with something that happen right that second. When there's a situation that you have no proper preparation or solution, the best you can do is to wing it. This should associated with your character since it's the way they choose to resolve the problem.

Mastermind

A good mastermind is able to manage and control the situation as intended to. Inspire your team, confuse your enemies, or even convince them to your command. You can deal with the problem as it comes up like planned, or not. Use your manipulative skills and take control while you can.

Bonus Proficiency

Starting when you choose this Absolver Style at 3rd level, you gain proficiency with the Persuasion skill if you do not have it already and +1 bonus Charisma modifier. Every proficiency gained by this feature turn into expertise once you reach level 6th.

Terror Taunt

Also at 3rd level, you have mastered the art of the spine chilling taunt. You can use a bonus action on your turn to provoke a creature within 60 feet who can see or hear you. That creature must make a Wisdom saving throw. On a fail roll, the creature takes your Improvise Expertise die + your Charisma modifier in psychic damage and has disadvantage on any attack rolls it makes that do not include you as a target before the start of your next turn. For any of your Mastermind features that require your opponent to make a saving throw, the saving DC is calculated as follows:

Terror Taunt DC


Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Swindler Speech

Starting at 6th level, you can to use your words to turn the tide of battle and sway the victory to your side. You learn to use your wit and speech to inspire your team. You can use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Swindler Speech die, a d6.


You can use them feature a number of times equal to your Charisma modifier +1 (a minimum of once). You regain 1 expended use when you finish a short rest and regain all of them after you finish a long rest. Your Swindler Speech die changes when you reach certain levels in this class. The die becomes a d8 at 6th level, a d10 at 11th level, and a d12 at 17th level.

















False Conviction

At 11th level, you master the art of false allegations and can persuade others to do as you command. On your turn, use 1 action and spend 1 Swindler Speech die to use this feature and select 1 creature that can hear you but need not to understand you. The target must make a Wisdom saving throw. On a failed save, the target do as you command for 1 action after you tell them. For example, attack their closest ally, drop the weapon in their hand and lie down, drown themselves in a 1 foot high water, or walk off the cliff to their death.

Heartening Galvanize

Starting at level 17th, you can now shout at your ally with 0 hit points using a very heartwarming tease. Making them feel very inspired and getting back up into action. They receive 1 Swindler Die plus your Charisma modifier hit point, gain +4 bonus AC and +2 bonus hit dc until the end of their turn.

Quarreler

So, backing out in a fight is not your style. You don't like being talked shit about and just pretend you didn't hear it. Or at the very least, you got a fight in you. Quarreler style is all about fighting. However, being up front and taking your fighter spirit to its best has a downside to some of the things you can do since you're not used to doing it.

On The Lookout

When you choose this Absolver Style at 3rd level, you have advantage on initiative rolls. During your first round, you have advantage on attack rolls against creatures who haven't made an attack action yet.

Fighting Style

Starting at 3rd level, you can adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Dueling
When you are wielding a melee weapon in one hand and no other weapons, you 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.

Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Heavy Blade

At level 6th, your Flashing Daggers now deal a d8 in every direction but you can carry only 2 of them at once.

Finish the Job

Also starting from level 6th, in the way of a Quarreler, there's no turning back. Finish what you have started. If you make an attack action on your turn and missed, you can use your bonus action make another attack with the same weapon or offhand weapon with disadvantage but the target will suffer full damage. If you missed, it won't count toward the limit you can use this feature. You can use Finish the Job twice before taking a long rest.

Lunge Attack

Also at level 6th, you learn to lunge toward your opponent. Using this feature to maneuver around the battle as you damage the enemies. You can use your bonus action in your turn to attack an enemy 10 feet away and move toward it. If you use this feature to attack another enemy, the enemy you move away from will have an opportunity attack as disadvantage.

























Up Close and Personal

When you reach 11th level using the Quarreler Style, you begin to deal with problem head on up front. While not in cover you gain +1 bonus AC for each enemy you face can face in a 90 degrees angle. If there are any enemies behind you, you have -1 AC reduction. Apply both these rules the character when in battle. For instance, your AC is 14. If you see 3 enemies and there's 2 behind you, you gain +3 bonus -1 penalty, making your AC equal to 16. Invisible enemy does not count. If the enemy size is bigger than medium, the bonus turns into +2.

Prying Punisher

Starting from 17th level, you know how to punish those who are too nosy or intrusive. If you get hit from an opportunity attack, you can use your reaction to strike back with the weapon in your hand once. You can use this feature twice in a battle. You can use Payback trice after you reach level 20th in a single battle.

All In

At 17th level, you learn to give it all you got in the fight and ready to take what's coming. In your turn, you can use an action to make an attack to an enemy, dealing full damage to them. Landing a 15 or higher on a dice will result in the target taking double damage and triple on a natural 20. If missed, the target take three fourth (3/4) damage round up and one fourth (1/4) on a natural 1. You can use this feature once before taking long rest. In addition, after you gain this feature, you gain +2 bonus AC for each enemy within 5 feet of you.

Ghost

You smells like graveyard. People see you in tombs. You live in the shadow. If those didn't already make you a ghost, this Absolver Style surely will. Focusing on hiding, attacking from the shadow, or fade in it again and again.

Ghost Shroud

When you choose Ghost Style at 3rd level, you gain bonus proficiency in Stealth and Sleight of Hand skill if you're not already have. Every proficiency gained by this feature turn into expertise once you reach level 6th. After rolling a failed Stealth check, you can use this feature to reroll the check again. You can use Ghost Shroud twice before taking a short rest.

Shadow Fade

Starting at 3rd level, you can use your ghost like maneuvers to move around or retreat to the shadow. You use a bonus action on your turns to take the Dash, Disengage, or Hide action.

Unseen Strike

Beginning at 3rd level, you know how to strike from the shadow and punish those who aren't careful or don't pay attention to you. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a Graverobber, throwing, finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases to a 1d8 at 6th level, 1d10 at 11th level, and 1d12 at 17th level.

Bullseye

At 6th level, every range attack and throwing attack made with Unseen Strike deal extra 1d4 damage. If you missed, you can hit the target without revealing its AC but the damage is only taken from the rolled dice and halved off round down.

Evasive Step

Also at level 6th, you learn to step out from the area that seems dangerous. When you make a dexterity saving throw against spell, trap, action, or anything that cause you to take damage, half damage, or debuff, you don't receive any damage or debuff at all.

Shinobi

Starting from 11th level, you learn to do things even more quietly and without trace. Twice until short rest or long rest, you can succeed a Sleight of Hand, Stealth, or Deception skill check and won't leave any trace or trail of what you've done. Additionally, only character with passive perception of 16 or higher will notice you when you're doing something.

No Room for Mistake

At 11th level, there are less or no room for mistake both to others and yourself. Attacking a surprised enemies in your turn may result in their death. Target must roll a Constitution saving throw. On a failed save, your damage is maxed out and double. Also, if you roll a 9 or lower with a check or save that you have proficiency in, you can treat the dice as 10.

Ghost Absolver Style DC


Feature Save DC = 8 + your proficiency bonus +

your Dexterity modifier

Specter Sense

At level 17th, you can sense if you are in touch with reality or not using your perception. As an action on your turn you can sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you and every insight and wisdom check against anything that's identified with this feature can be made with advantage.

Penumbra Presence

Starting from 17th level, you work in the shadow unseen, you know how it works. You are aware of the location of any hidden or invisible creature within 10 feet of you.

Phantom Demise

When you reach 17th level, you become the death touch to those who dares to step in the way for a ghost. Once per long rest, you can use your action to use this feature and deal a natural 20 attack roll with double maxed damage. Additionally, when you attack a creature with 8 or less hit point, if hit, they must roll a Constitution saving throw. On a failed save you can choose to kill them or knock them unconscious. On a successful save, they are reduced to 1 hp.













Artisan

You don't like to do a lot of things on your own, do you? Or is it just the fact that you can't do it as good as others do it. Is that your insecurity? For whatever reason it is, you're good at making things up and sometimes infuse magical properties into them. You learn to make use of your left over components and upgrade your arsenal.

Bonus Proficiency

Starting when you choose Artisan subclass at 3rd level, you gain proficiency in skills and artisan's tool if you do not have them already and +1 bonus Intelligence modifier. Choose 2 from Investigation, Sleight of Hand. Every proficiency gained by this feature turn into expertise once you reach level 6th.

Sinister Inventor

At 3rd level after you choose this Absolver Style, you learn how to invest a tint of magic into a regular mundane object. To use this feature, you must have Graverobber's Kit or artisan's tools in hand. You then touch a tiny or small nonmagical object as an action and give it one of the following magical properties of your choice:

  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
  • The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Poorman Add-on

Also at 3rd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items. After gaining this feature, you know how to imbue simple properties [listed with other Add-On table at the end of subclass description] to your tools and equipments.

After you finished a long rest. you can touch a nonmagical object and imbue it with one of your Teir 1 Add-On infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement. You can use this feature only once per long rest

Certified Alchemist

Starting from 6th level, you learn to make an even better solution to Robber Remedy potion. You can now make 2 potions and they expired after 2 days. Additionally, the bonus die you gain after taking the potion increases to 1d6 at level 6th, to 1d8 at level 11th, and to 1d10 at level 17th

Adder's Recipe

At level 6th, you know how to make a more dangerous poison for your poison darts. Your poison darts target now roll a Constitution saving throw with disadvantage. Once inflicted with Adder's Recipe, the target can not add modifier to any attack rolls and ability checks. Duration of the poison

increases to 10 minutes and target suffers 1d6 instead of normal 1d4 damage.

Refine Daggers

Also at 6th level, you have to make the best out of your little daggers you have. You can now carry 5 of them and increase the capacity to 6 at 11th level, and 8 at 17th level. After gaining this feature, all attack roles made with Flashing Daggers now apply +2 bonus to attack role.

Emergency Supplementation

At the 11th level, you learn to make what's been missing by making an improvised substitution: with Graverobber kit or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical and made out of substitute instead of proper components. They will eventually break down or expire after 10 hours. You can use this feature again after taking a short or long rest. You can use this feature twice before resting once you reach level 17th.

Makeshift Spell Storage

Starting from 11th level, you learn how to store a spell in a your equipment or mundane object. Whenever you finish a long rest, you can touch one Graverobber ,simple, or martial weapon or armor, and you store a spell in it, choosing a 1st level spell from the Artificer spell list that requires 1 action to cast (you needn't have it prepared). You can choose 2nd level spell once you reach 17th level with this Absolver Style.

While holding the object, a creature can take an action to produce the spell's effect from it, using your Graverobber spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

You can store 1 spell per Add-On Tier despite the spell level. Though it allows you to cast spell with your equipment, you're still not quite a spellcaster yourself. You can only cast spells that are stored within the equipment. Each of your equipment that has this feature gain 2 spells slot despite the spell level and regained expended charge equal to your Intelligence modifier duing short rest and all during long rest.

Graverobber Spellcasting Ability


Spellcasting Ability Modifer = 8 + your proficiency bonus +

your Intelligence modifier

Superior Add-On

Also starting form level 11th, you can choose your non magical item and imbue it with one your you Tier 2 Add-On infusions, turning it into magic item. After gaining this feature, you can choose your equipment with Tier 1 Add-On and change it into Tier 2 Add-On. Both action require the same procedure as infusing other add on. Same process as the previous level of the feature.

Attunement Master

Starting from the 17th level, you can now attune 2 magic items at once. That's it. This is the best you can do, you already know how to freaking smash people's face.

Ultimate Add-On

Once you reached level 17th, you can choose your non magical item and imbue it with one your you Tier 3 Add-On infusions, turning it into magic item. After gaining this feature, you can choose your equipment with Tier 1 or 2 Add-On and change it into Tier 3 Add-On. Both action require the same procedure as infusing other add on. Same process as the previous level of the feature.

Proud Game

At level 17th, you are proud of what you have done and take the pride for it. Apart from the fact that you actually take stuff away from dead people. If you carry a magic item that's you attune by yourself, you gain +1 bonus AC for every 2 items you are wearing or wielding at the moment.

Showstopper
If you're hit with a natural 20, you can use your reaction to spend one charge of your Graverobber Armor infusions, causing the attack die to be 19 instead of 20.

Showtime Opportunist
If you hit with a 19 rolled die, you can use your reaction to spend one charge of your Graverobber Weapon infusions, causing the attack die to be a natural 20 instead of 19.


Infusion Tier indicates how many charges can you spend before the attunement disappeared. Tier 1 once, Tier 2 twice and Tier 3 trice.

Notice

You can attune equipments for your allies but they can't use Proud Game features.

Graverobber Infusion

Tier 1

Poorman Add-On

Your ability to produce an add on to improve your equipment wouldn't be too great at the start. However, you have to make do with what you have so it is what it is. Despite that you probably made it with scraps and leftover stuff.

Back at Hand - Graverobber Weapon Infusion

You can make a simple or martial weapon with the thrown property infused with magical power. This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack.

Double Tap - Graverobber Weapon Infusion

You can make a simple or martial weapon with the ammunition property infused with magical power. This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it. If the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Enhanced Swing - Graverobber Weapon Infusion

You can make a simple, Graverobber, or martial weapon infused with magical power. This magic weapon grants a +1 bonus to attack and damage rolls made with it.

Enhanced Durability - Graverobber Armor or Robe Infusion

You can make a suit of armor infused with magical power. The wearer gains a +1 bonus to Armor Class while wearing the infused item.

Tier 2

Superior Add-On

As time goes on, you learn to make your add on more efficient to further improve your equipment. You can now attune more complex and better infusions to your tools and armor.

Mighty Boost - Graverobber Armor or Robe Infusion

You can make a suit of armor infused with magical power. This armor gains 4 charges. The wearer can expend the armor's charges in the following ways:

  • When the wearer makes a Strength and Constitution saving throw or check, it can expend 1 charge and make the roll with advantage or add 1d6 to the roll.

  • If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.

The armor regains expended charges daily at dawn.

Sudden Willpower - Graverobber Weapon Infusion

You can make a simple, Graverobber, or martial weapon infused with magical power. This weapon gains 4 charges. If the wielder hit a creature with this weapon during their turn, it can expend 1 charge to add 1d6 to the damage roll. The weapon regains expended charges daily at dawn.

Hasty Step - Graverobber Footwear Infusion

You can make a pair of boots or footwear infused with magical power. The wearer gains 15 feet speed bonus. This pairs of boots also gain 4 charges. The wearer can expend the boot's charges in the following ways:

  • When the wearer makes a Dexterity check or saving throw, it can spend 1 charge and make the roll with advantage or add 1d6 to the roll.

  • Wearer can spend 1 charge to ignore difficult terrain for 1 hour.

The boots regain expended charges daily at dawn.

Guiding Gloves - Graverobber Gloves Infusion

You can make a pair of gloves or gauntlets infused with magical power. This pairs of gloves also gain 4 charges. The wearer can expend the glove's charges in the following ways:.

  • If the wearer makes an attack action in their turn, it can expend 1 charge and add 1d6 to the attack roll.

  • If the wearer makes a second attack during their turn, it can expend 1 charge and make the attack roll with advantage.

The weapon regains expended charges daily at dawn.

Tier 3

Ultimate Add-On

Your long career of infusing and upgrading your gear has now really paid off. You can now infuse your tools and equipments with powerful magical properties like summon an assistance or render yourself invisible.

Loyal Squire - Graverobber Accessory Infusion

You can make an accessory like ring or bracelet infused with magical power. The accessory gains 6 charges. You learn intricate methods for magically creating a tiny or small creature that serves you for 1 hours. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.

You determine your squire's appearance. Some Graverobbers prefer gloomy looking owl, whereas some like floating skull or animate tombstone. Your squire can talk to you and interact with you. When not in combat or serving, it becomes your pet or companion until you dispel the summon or the infusion ends.

The squire is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus or beast stat block, which uses your proficiency bonus (PB) in several places.

In combat, the squire shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the squire can take any action of its choice, not just Dodge.

The squire regains 2d6 hit points if the mending spell is cast on it. You can command your squire to turns back into the accessory, it vanishes, leaving its heart in its space and consume 1 charge. If the squire dies, it vanishes, leaving its heart in its space and consumes 1 charge. The accessory regains expended charges daily at dawn.

Glimmer Lining - Graverobber Armor or Robe Infusion

You can make a suit of armor infused with magical power. This armor gains 6 charges. The wearer can expend the armor's charges in the following ways:

  • During your turn, you can expend 1 charge and use your bonus action to render yourself invisible for 1 turn. During the effect duration, the wearer will not provoke any opportunity. Using any action other than moving will cause the invisibility to end.

  • If the wearer is attacked by spell or magic power, it can expend 1 charge and use reaction to take half the damage.

  • If the wearer is attacked by ranged attack, it can expend 1 charge and use reaction to temporary add 1d6 to your AC for that attack.

The armor regains expended charges daily at dawn.

After Effect - Graverobber Weapon Infusion

You can make a simple, Graverobber, or martial weapon infused with magical power. This weapon gains 4 charges. The wielder can expend 1 charge after making an attack action to the creature. This cause an after image to appear and attack with the same weapon but make a guarantee hit dealing force damage equal to the weapon damage die plus modifier.

Mind Guardian - Graverobber Headwear Infusion

You can make a headwear infused with magical power. This headwear grants the wearer advantage on wisdom check or saving throw. This headwear also gain 4 charges of use and can expend the its charges in the following ways:

  • If the wearer is about to be charmed, blinded, frightened, or deafened by magical power, it can use reaction and expend 1 charge to make the roll with advantage and lower DC by 2.

  • If the wearer receive psychic damage, it can use reaction and expend 1 charge to take half the psychic damage and negate the condition effect like being knocked prone or follow the command.

The headwear regains expended charges daily at dawn.

 

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