Base Class: Rogue
The reaper pulls the souls from those she kills to fuel her abilities.
Scythe
Lvl3: scythe, deals 1d8 slashing. Has the two handed, versatile 1d10, and finesse traits. Does not work with great weapon fighting stance. The steady aim optional class feature may be used on melee attacks as well as ranged attacks. This weapon upgrades to a +1 at 7th level, +2 at 14th level, and +3 at 18th level. It can be enchanted like any other weapon.
Soul Dice
Lvl3: gain a pool of "soul dice" double your prof bonus. These dice are used to fuel your abilities as a reaper. You replenish these dice by absorbing the soul of a slain creature within 60ft of you using a free action. The die starts off as 1d4 but increases as you gain levels in this class. 1d6 at 5, 1d8 at 9, 1d10 at 13, 1d12 at 17. Replenish two dice at the end of every long rest up to your maximum.
Enhanced attacks
Lvl3: you may use one of your soul dice to assist in your strikes. Roll one die and add it to either your attack or damage die, the added damage is considered necrotic. This feature must be used before you roll and is used up regardless of if you miss or not. You may only use this feature once per turn.
Stances
Lvl 7: beginning at 7th level you may use a bonus action to spend two of your soul dice to enter one of three stances. Each stance lasts for one minute, you fall unconscious, or you choose to end it.
Long range stance: The energy of the spent souls coats the scythe allowing you to send your slashes through the air with a range of 20/40ft. When attacking like this follow normal ranged attack rules.
Swift stance: sacrifice half your sneak attack dice to split your scythe in two giving you one scythe in each hand dealing 1d6 slashing. You gain an extra attack and can attack with your offhand as if using two weapon fighting.
Empowered Stance: Sacrifice all your sneak attack dice to greatly empower your scythe. This stance requires both hands to use the scythe, your damage dice and attack modifier get trippler as well as any soul dice spent on damage. This comes at a cost as this power is harder to control. You subtract 1d8 to your attack roll while in this stance.
Soul Sight
At 13th level your connection to the souls of the world gets stronger. You gain blind sight for living creatures at a range of 20ft. Once a day you can extend this to 60ft for one minute, you can spend a soul die to use this feature again. Resets on a long rest.
new stance
Lvl13: you gain a new stance, along with this your stances now last until you choose to end them or swap to a new one.
At 13th level your scythe gains the ability to take a cast spell and absorb it storing it for later use. Using your reaction when a spell is cast you may spend soul dice based on the level of the spell to store the spell in your scythe. As an action on any turn you may cast the spell using the casters modifiers.
Form of the reaper
At 17th level you take the true form of a reaper. For one minute you gain access to all stances and can swap between them freely in a fight. At any point in your turn you can swap stances but whatever stance you are in when you end your turn is the one that remains until you change it again on your next turn.
You gain resistance to Slashing, piercing, and bludgeoning damage from non magical attacks.
You gain a fly speed equal to your walking speed and you can hover.
Previous Versions
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4/24/2023 1:50:07 AM
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Coming Soon
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