Graveknight Archetype and Lich Expansion


Homebrew and House Rules


Hello! This is a homebrew archetype I've been working on for my Blood Lords game. It's mostly made for my own purposes but I figure I might as well share it here too in case anyone is interested. When creating homebrew I try to maximize spice and usability while limiting power to somewhere around the upper limit of what already exists within 2E at most. For this reason, any feedback would certainly be appreciated.

I have also created a Lich expansion for the same reasons. The expansion is just two feats, but one of them is fairly extensive. My reason for doing this is that I feel the base Lich archetype is a little lacking for anyone who is not already a Wizard (or Magus). Immortality is fun and all but I feel like it should be more of a "caster archetype" if that makes sense - not in terms of adding power but in terms of adding spice. The spells Liches can access through this archetype are not intended to be much stronger (if at all stronger) than a regular 7th level spell. Rather, the intent is to provide premium necromancy spells to Liches so they can access a broader repertoire of spells within that niche. Similarity to the Graveknight archetype, feedback is welcome.

Graveknight archetype

Lich Magic


I like the graveknight archetype a lot. That's a fun capstone feat.

Personally I'd swap around the abilities from the dedication feat and Graveknight's Curse. That brings the resurrection feat back in line with the levels when other undead get their abilities to self-resurrect, and Graveknight's Curse also just feels like a weaker feat. The curse is cool and thematic, but it does require you to be dead for it to work which isn't all that much fun for the player.

If it doesn't feel like it fits the flavor of what a graveknight should be able to do you can put a line or two in with the dedication mentioning that the player has not yet fully come into their graveknight power, and require a sacrifice to wear their armor before being able to return to life.


Perpdepog wrote:

I like the graveknight archetype a lot. That's a fun capstone feat.

Personally I'd swap around the abilities from the dedication feat and Graveknight's Curse. That brings the resurrection feat back in line with the levels when other undead get their abilities to self-resurrect, and Graveknight's Curse also just feels like a weaker feat. The curse is cool and thematic, but it does require you to be dead for it to work which isn't all that much fun for the player.

If it doesn't feel like it fits the flavor of what a graveknight should be able to do you can put a line or two in with the dedication mentioning that the player has not yet fully come into their graveknight power, and require a sacrifice to wear their armor before being able to return to life.

Believe it or not, this was actually how the first draft of the graveknight dedication worked. I was talked out of it, and I think both approaches have their pros and cons. On the one hand, the getting the spicier resurrection method from the start is something I like. On the other hand, starting with the "basic" resurrection might make more sense. Either way I'll definitely consider swapping back.

It's also worth noting that Graveknight's Curse also grants the Advanced Undead benefits, so it is giving you something else even if you're not dying that often.


True. I wonder if getting resurrection abilities and also the advanced undead benefits would be too much for a feat to handle. The AUB feats look a bit lackluster on average, I think to make up for the static bonuses they provide.

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