Graverobber
Hit Points
Hit Dice: d4 per Graverobber level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
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Saving Throws:
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Overview & Creation
Rogue subclass
Whether out of greed, desperation, or simple curiosity—you stole something you shouldn’t have. The dead must be respected and left to rest in peace, and your violation of this principle beset you with a terrible curse. But instead of running from this dark shadow, you accepted it. You took the malignant nature of this curse and turned it into a gift.
And now you are a force to be reckoned with.
Graverobbers are rogues who, whether intentionally or not, have imbued themselves with eldritch power via desecrating a grave. This power is typically linked to a trinket stolen from said burial site, which the rogue keeps on their person at all times. At your option, you can pick from or roll on the following table to determine what kind of trinket your character stole.
Cursed Magic
Your desecration of a venerated burial place has cursed you with powerful dark magic. When you reach 3rd level, you learn three cantrips of your choice from the warlock spell list. You learn another warlock cantrip of your choice at 9th level. Charisma is your spellcasting ability for this subclass. 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 spell you cast and when making an attack roll with one.
- Spell save DC = 10 + your proficiency bonus + your Charisma modifier
- Spell attack modifier = your proficiency bonus + your Charisma modifier.
Anathema
You have learned to harness the malicious nature of your curse to aid in your exploits. Immediately after you use your Cunning Action, you can target a creature within 30 feet of you, provided you haven’t yet used your Sneak Attack this turn. The targeted creature must make a Wisdom saving throw against your spell save DC, taking damage equal to your Sneak Attack on a failure and half as much damage on a success.
You can use this feature regardless if you have made a weapon attack this turn. The type of damage dealt by this feature depends on how your curse manifests in you, as detailed below. You can change your choice of curse manifestation whenever you gain a level in this class.
- Pestilence: The damage type is poison.
- Avarice: The damage type is psychic.
- Destruction: The damage type is force.
Eldritch Secrets
At 9th level, the curse you carry seeps further into your blood. You learn one additional cantrip of your choice from the warlock spell list, and you gain new features depending on your choice of curse manifestation, as detailed below.
- Pestilence: You have advantage on saving throws against being poisoned, and the poison damage from your Anathema ignores resistances and immunities. Additionally, you can cast stinking cloud once without material components. You regain the ability to do so after a short or long rest.
- Avarice: You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Constitution or Charisma saving throws (your choice). Additionally, you can cast haste on yourself once. You regain the ability to do so after a short or long rest.
- Destruction: You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, you can cast lightning bolt once without material components.
You regain the ability to do so after a short or long rest.
Afflict Ruin
Starting at 13th level, you learn how to plague opponents with a curse of your own. As a bonus action, choose one creature within 30 feet who can hear you. This creature is now afflicted by a ruinous curse. This curse lasts for 1 minute, or until you are incapacitated. Until the curse ends, you gain the following benefits.
- You score a critical hit against the cursed target on a roll of 19 or 20.
- The cursed target has disadvantage on saving throws against your Anathema.
- When you use your Anathema against the cursed target, you can use your reaction to regain a number of hit points equal to half the amount of damage dealt.
If the target drops to 0 hit points before the ruinous curse ends, you can use a bonus action on a subsequent turn to transfer the curse to a new creature.
Shroud of Desecration
At 17th level, the malignant power of your curse engulfs you. The effect of this feature is based on your choice of curse manifestation, as detailed below.
- Pestilence: When you hit a creature with a weapon attack, you can use your reaction to force the creature to make a Constitution saving throw against your spell save DC. On a failure, the target takes another 3d6 poison damage (ignoring resistances and immunities), and the target is paralyzed until the start of your next turn. On a successful save, the target takes half as much damage and isn’t paralyzed.
- Avarice: When a creature hits you with an attack, you can use your reaction to choose another creature within 30 feet of you (this can include the attacker). That creature must make a Wisdom saving throw against your spell save DC, taking the attack’s damage instead of you on a failure. On a success, the creature only suffers half of the attack’s damage, while you take the rest.
- Destruction: When you use your Anathema, you can force the target and any creatures of your choice within 10 feet of the target to make a Dexterity saving throw against your spell save DC. On a failure, the creature takes 6d6 force damage, taking half as much on a success.