Fighter
Base Class: Fighter

Gods and goddesses of death and passing have employed many unique types of warriors in their service. Most serve their own distinct purposes, and have their own methodologies separate from one another, and the Reapers are really no different in that regard. The earliest Reapers were actually Eldritch Knights, but the restrictions of magic on the training of that style were entirely inconvenient for their common needs. Thus, through continual training and adaptation of technique through the decades, those Eldritch Knights permutated their style into the wholly different Reaper style. Most Reapers are murderous aggressors unleashed upon the enemies of their gods, or they join the frontlines of the legions of undead and warriors in defense of their respective territories, as any such ways combine their unique mystical training and deadly weapon skills to become extremely dangerous to the living. Gods and goddesses of death may employ the skills of a Reaper alongside such other servitors as Hexblades or Grave Clerics, with the Reaper's innate "soul magic" being augmented by the presence of negative energy and the undead utilized by these fellow disciples.

Reapers are rare, and the teachers who purvey this style are few and far between. In the world of Avalestra, only the Lunar Elves of Agharest regularly train others in this style, with some few outliers being trained by the masters found on The Isle of the Dead. Seeing as how both of these places are so hostile to the living, few other demihumans or beings other than natives to those regions ever learn the array of techniques that combine into this archetype.

Soul Magic

3rd-level Reaper feature

At 3rd level, you learn the fundamentals of magic required to advance as a Reaper from this point, and how to glean magical power from the souls of your vanquished foes to empower spells you cast. You choose and learn two cantrips from the following: Chill Touch, Green-Flame Blade, Infestation, Mage Hand, Prestidigitation, Ray of Frost, Sapping Sting, Spare the Dying, and Toll the Dead.

Additionally, when you reduce an enemy creature to 0 hit points, you gain 1 Soul Point. You have a maximum number of Soul Points equal to the Proficiency Bonus you would have according to The Fighter Table for your Fighter level, and you may expend Soul Points to cast spells without expending spell slots by spending a number of those points equal to the spell level of the spell you wish to cast from the following list:
1st- Cause Fear, Disguise Self, False Life, Heroism, Inflict Wounds, Ray of Sickness, Shield
2nd- Blindness/Deafness, Darkvision, Gentle Repose, Mirror Image, Phantasmal Force, Ray of Enfeeblement, Shadow Blade
3rd- Animate Dead, Bestow Curse, Life Transference, Phantom Steed, Revivify, Speak With Dead, Spirit Shroud, Vampiric Touch
4th- Blight, Death Ward, Freedom of Movement, Phantasmal Killer, Shadow of Moil
5th- Antilife Shell, Contagion, Danse Macabre, Enervation, Negative Energy Flood, Raise Dead
6th- Circle of Death, Harm, Soul Cage

Intelligence is your spellcasting ability for all spells you cast with Soul Points, and you cannot cast spells that require more Soul Points to cast than your Proficiency Bonus shown on The Fighter Table for your Fighter class level, even from scrolls or magic items. If another class grants you the ability to cast the same spells, you may cast them this way. This reservoir of points does not empty, but receiving magical healing from another creature's spells or features depletes your reserve by 1 Soul Point for each instance of healing. 

Reaping Weapons

7th-level Reaper feature

At 7th level, you learn to imbue your weapons with magical necromantic power when you kill an enemy. Whenever you reduce an enemy creature to 0 hit points, you may imbue a weapon you are holding with shadowy magic, and it becomes magic for the purposes of damage reduction, deals critical damage on non-undead non-construct creatures on a roll of 19 or 20, and whenever you score a critical hit on a non-undead non-construct creature you may expend 1 Soul Point and deal one additional die of your weapon's damage. These benefits last for a number of minutes equal to your Intelligence bonus.

Death Armor

10th-level Reaper feature

At 10th level, you learn to channel death energy through your body, transforming your vitality into a facsimile of life for a time, which grants numerous advantages. When you reduce an enemy to 0 hit points, you may use your reaction and choose to gain the following benefits:

- You are immune to magical healing and cannot gain benefit from any spell cast by another creature that restores hit points as part of its effect, however, your hit point maximum increases by an amount equal to your Fighter level, and you regain hit points equal to your Intelligence bonus whenever you reduce another creature to 0 hit points.

- Whenever a creature scores a critical hit on you or an undead creature you control, that attacker must make a second attack roll, and if this attack roll misses, the critical hit is treated as a normal hit.

- You are immune to the Frightened, Paralyzed, Stunned, and Exhaustion conditions.

These benefits last for a number of minutes equal to your Intelligence bonus, and you may use this feature twice before you must finish a long rest to use it again.

True Reaper

You have now nearly mastered the Reaper arts, and can assume some powerful characteristics of the spectre of death itself. You can spend varying amounts of Soul Points to empower yourself in the following ways:

- You may spend 2 Soul Points as an action to become semi-intangible, gaining resistance to non-magical bludgeoning, piercing, and slashing damage and you can also squeeze through any opening up to one inch by one inch without using extra speed. This lasts for a number of rounds equal to your Intelligence Bonus.

- You may spend 2 Soul Points as an action to cause any creature within 60 feet with current hit points less than or equal to your Proficiency Bonus to be immediately reduced to 0 hit points.

- You may spend 5 Soul Points as a bonus action to cause any creature within 60 feet to be inured to death's influence, and that creature gains resistance to necrotic damage, is immune to any effect that would instantly reduce them to 0 hit points or instantly kill them, and also has advantage on death saving throws. These benefits last for a number of minutes equal to your Intelligence bonus.

Deathbringer Incarnate

Your skills as a Reaper of life have become penultimate, and you are now far more capable of using your magic and martial techniques. When you roll initiative, you immediately gain 2 Soul Points, and whenever you reduce an enemy to 0 hit points, you can choose to gain 1 additional Soul Point, but doing so inflicts 2d6 necrotic damage to you. Resistance and immunity do not apply to this damage, and it is dealt before you would gain any hit points from the benefit of your Death Armor feature.

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