Fighter
Base Class: Fighter

A fighter subclass that focusses (or is obsessed, your call) with death. The balance of it, the bringing of it, the philosophy of it. They excel at culling mass hordes of monsters and chuckling the entire time. 

 

Bonus Proficiency: Reaping

Gain Proficiency with Sickles and Scythes (Scythe is a 1d8 reach slashing weapon) 

Death Lessons

You are an ambassador of death, and are a guard at the gates of the underworld. You have some sway on who stays and who passes on. 

  • You have an upgraded version of Spare the Dying. You may touch a creature that is unconscious or has been dead for no longer than 1 minute. That creature cannot pass on, as you are safeguarding it’s soul. 
    • If the creature is unconscious: The creature stabilizes and cannot be killed (I.E. extra damage the body takes is ignored)
    • The Spell revivify may be cast on this target a number of days after it’s death equal to your fighter level. 
  • You may only safeguard 1 soul at a time. 

 

 

On a Pale Horse

  • Whenever you use your attack action and reduce a creature to 0 hit points, you may move up to your maximum movement speed again and you gain extra attacks equal to half of your allowed attacks, rounded down. 
    • #I.E. Kill a thing, move 30 feet again. 
    • #Can normally attack 3 times in 1 turn. Kill a thing on the first attack, have 2 attacks left, but gain 1 additional attack because you killed a thing. 

 

At Death’s Doors

You do not fall unconscious when you reach 0 hit points. You may still attack and move at half your speed, but you must still make saving throws (Free action each turn), and still die if you fail 3 saving throws. Whenever you kill a creature while At Death’s Doors, succeed on a death saving throw.

Death Comes

  • Whenever you kill 4 (or more) creatures in a single turn, you regain a charge of action surge. 

 

1 Thing Certain in Life

  • Whenever you die (fail 3 saving throws) your body discorporates, leaving behind your inventory and magical items. You cannot be revivified or resurrected. Instead you return to life somewhere in the world at the next dawn at 1 hit points and 5 points of exhaustion. 
  • Light in the Darkness: You may spend 1 week enchanting and marking an item to act as a beacon. You may return to life in proximity of this beacon (instead of randomly in the world) 

 

Marked for Death

  • You cast a shadow of death over a single target. The target must make a Wisdom saving throw DC = 5 + Your fighter level, or for the next 3 turns the creature is vulnerable to all damage types. 
    • If a creature makes it’s saving throw, Marked for Death is not consumed, but the creature is immune to Marked for Death for the next week. 
    • Vulnerabilities and Resistances cancel out
    • Immunities become Resistances
    • A creature cannot become “double” vulnerable to a damage type. 
  • Marked for Death recharges after a long rest. 

 

Death Incarnate

  • You invite death to posses your body, so you may reap souls together. For the next minute: 
    • All of your attacks deal an additional 4d8 “reaping” damage. 
      • #Reaping damage ignores resistances and immunities and will activate any vulnerabilities a creature has.
    • Your movement speed increases by 15 feet, and your speed cannot be reduced. 
    • You are considered “gaseous” and may move through a space as narrow as 1 inch wide without squeezing.
  • After using death incarnate you gain 1 point of exhaustion and cannot use Death Incarnate until the next dawn. 

 

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