Warlock
Base Class: Warlock

As his delegate, the Reaper bestows on you various powers. You have become a scythe, a weapon in his hand, dolling out death at its appointed time.

Expanded Spell List

The Reaper's Scythe lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Spells of 6th level and above can only be selected for your Mystic Arcanum feature.

Reaper Expanded Spell List
 
Spell Level Spells
Cantrips Spare the Dying, Resistance
1  Inflict Wounds, False Life
2   Ray of Enfeeblement, Gentle Repose
3 Revivify, Summon Undead
4 Summon Greater Demon, Death Ward 
5  Contagion, Raise Dead
6  Harm
7 Resurrection
8 Abi-Dalzim's Horrid Wilting
9  Time Ravage

Specialty Scythe

At 1st level, you take on the weapons and power of the Reaper.

You gain proficiency with a Scythe and lose all other weapon proficiencies. You can conjure a scythe during any short rest and it remains with you; you can conjure two scythes during a short rest at 6th level. The Scythe naturally is a heavy, two-handed weapon that deals 2d4 slashing damage. Your Scythe(s) can be your arcane focus for casting Warlock spells. You can use your Charisma modifier to hit and damage as it is imbued with your patron's power. Your charisma modifier damage is necrotic (the scythe damage die still deals slashing damage).

Your Scythe also gains the ability to swipe life from others and grant it to yourself. Whenever you hit with your scythe and you are below half your hit point maximum, you gain hit points equal to your proficiency bonus.

Chosen for Death

At 1st level, when you hit a creature with an attack, you can choose that creature for death. It cannot regain hit points for 1 minute. It becomes vulnerable to Necrotic Damage from your weapon attacks. It has disadvantage on all attacks not against you, but advantage on all attacks on you. If it attacks you on its turn, you have advantage against it until it takes it's next attack action; if it does not attack you in a turn, you have disadvantage against it until it takes it's next attack action.

You can do this a number of times equal to half your proficiency bonus (rounded down) per day. 

Cross Swipe

At level 6, you can hover 10 feet above any surface (including a creature) and have a hover speed equal to your walking speed (but can't hover more than 10 feet above a surface).

You gain the ability to dual wield Scythes while hovering (you can ignore the two-handed property of this weapon as long as you have a scythe in both hands). On your turn, when you take the attack action, you can attack once with each scythe (this does not stack with thirsting blade or Extra Attack). If you make an attack of opportunity, you can swing with both scythes at once, making a separate roll on each. Whenever you hit with two scythes in the same action, you can double the damage dice of one of the hits. 

Additionally, your scythe damage counts as magical for the purposes of overcoming resistance. You gain a bonus to attack and damage rolls equal to 1/2 of your proficiency bonus (rounded down). That damage is necrotic.

On the Verge of Death/Becoming Grim

At level 10, when you hit a creature Chosen for Death, you occupy a space in between the realm of the living and the dead. You become incorporeal and can pass through objects and people as if they were difficult terrain. If you end your movement in an object or person, you are shunted out the shortest distance possible and take force damage equal to twice the amount of feet you were moved. You gain the benefits of 1/2 cover.

Additionally, your Scythes can ignore the restriction for light weapons for the sake of Two-Weapon Fighting, even while retaining their heavy property.

At level 18 in this class, you gain the benefits of 3/4 cover.

Accelerated Necrotic Death

At level 14, your spells and weapon attacks ignore resistance to necrotic damage and can treat immunity to necrotic damage as resistance.

When you attack a creature that has at least one head with your scythes and roll a combined 38 without modifiers, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 necrotic damage from the hit.

At 18th level, you only need to roll a 36 between your scythes (without modifiers) to gain this effect and it can kill a creature with legendary actions this way if they are below 100 hit points after the damage. 

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