Fighter
Base Class: Fighter

A reaper fighter is a warrior chosen by death himself as someone to carry out executions and deliver souls that have been long overdue. They are strong, skilled, and tenacious warriors who have become adept in the art of sapping the life from one's vessel. Although they are the cause of many creatures' demise, they respect the process of death and the aspect of life. They understand balance is required and are often cool-headed. When they are chosen they are expected to give fair judgement and carry out the necessary punishment. 

Seal of the Reaper

You are marked by the reaper granting you power and shows as a reminder that you are an adjudicator of death itself. You gain resistance to necrotic and, are immune to diseases. This mark also allows you to cast certain spells.
Starting at 3rd level you learn Chill Touch and Toll the Dead as a cantrip.
At 5th level, you learn the spells Darkness and Gentle Repose.
Each spell can be cast once per long rest. Charisma is your spellcasting modifier.
 
Additionally, when the mark of the reaper is applied to you, you no longer age naturally and magic can not age you. When you die, your body will be reincarnated to a random place on the plane you died in after 1 year. The mark cannot be dispelled by any means short of a wish spell.

Eyes of the Reaper

At 7th Level you gain darkvision up to 60ft, if you already have darkvision increase your distance by 30ft.
Additionally, you gain proficiency in Charisma (Intimidation) checks and can double your proficiency in any intimidation check you make. Additionally, you can see a rough aura and know the location of any creature below maximum Hit points within a 30ft radius. You also gain advantage on determining the exact length of time a creature has been dead.

Day of Reckoning

At 10th level, you can target a creature you can see within 30ft. whispering the words of the Reaper to seal that creature's fate, for the next ten minutes a thin illusory black mist surrounds you and that creature. Additionally, that creature must succeed on a Charisma saving throw or become frightened of you. You gain advantage on all attacks against that creature but have disadvantage on all attacks other than that creature. You can make an opportunity attack against that creature even if they take the disengage action, and if you do so their speed becomes zero until the start of their next turn. While that creature is under this effect, you know their general location as long as they are on the same plane of existence as you. If the creature is not executed by the end of the duration, you suffer psychic damage equal to half of their max Hit points, this damage can not be reduced in any way. This feature can be used up to your Charisma modifier (Minimum of 1) per short rest.

Bloody Harvest

Starting at 15th level when you deal the final blow to a creature that you have marked for Reckoning, as long as the creature has blood you may absorb it, gaining the benefits of a short rest. This feature can be used once per long rest.

Mors Factus Sum

At 18th level, you can spend an action stealing the soul of any creature that has been killed within the last 24 hours. These souls are stored within your seal, creating a ward to protect you. Each soul gives 10 health to the ward. You are able to steal a maximum of 5 souls per short rest.
In addition, you can choose to release these souls activating the full power granted to you by the reaper. for the next minute, you undergo a transformation and enter your individual reaper form.
You gain the following effects
- When you enter this form you summon 1 Indentured Spirit (See rules) p
er soul within your seal.
- You sprout a set of bonelike spectral wings giving you a flying speed of 60ft
- Your weapon of choice becomes the weapon of the Reaper and deals an additional 2d8 necrotic damage.
- You are immune to Necrotic and poison damage
- You gain resistance to bludgeoning piercing and slashing from non magical weapons

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