You have attuned your very existence to the inescapable pull of decay and mortality, allowing you to siphon soul energy and emit a pulsing wave of death.
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Ability Score Increase: Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
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Reaper’s Scythe: As an action, you target one creature you can see within 30 feet of you. The target must make a Constitution saving throw against your spell save DC.
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On a failure, the creature is Stunned until the end of its next turn and takes necrotic damage equal to 2d8 + 1d8 for every 10 hit points the creature is missing from its maximum hit points. On a success, the creature takes half as much damage and is not stunned.
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Soul Harvest: If a creature is reduced to 0 hit points by this feature (or dies before the start of your next turn while stunned by it), your maximum hit points and current hit points permanently increase by 2 (up to a maximum total increase equal to your character level). Additionally, if your Death Pulse feature has no charges remaining, you immediately regain 1 charge.
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Once you use Reaper’s Scythe, you cannot use it again until you finish a long rest.
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Death Pulse: You build up death energy whenever you weave necrotic magic.
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Charging Pulse: Whenever you cast a spell of 1st level or higher that deals necrotic damage, you gain 1 charge of death energy (maximum 2 charges).
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Releasing Pulse: As a bonus action when you have 2 charges (or automatically upon gaining your 2nd charge), you can expend all 2 charges to release a wave of death in a 15-foot radius centered on yourself.
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Enemies in the area must make a Constitution saving throw against your spell save DC, taking 1d8 necrotic damage + your spellcasting ability modifier on a failed save, or half as much on a successful one.
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Allies (including yourself) in the area regain hit points equal to 1d8 + your spellcasting ability modifier.
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Heartstopper Aura (Passive): You project a passive aura of decay and mortality. Your presence makes every heart around you skip a beat in the presence of Death.
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Combat Effect: Any hostile creature that starts its turn within 10 feet of you takes necrotic damage equal to your proficiency bonus. (This damage bypasses temporary hit points).
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Eerie Presence: Outside of combat, your unnatural aura unnerves those around you. You gain advantage on Charisma (Intimidation) checks, but you have disadvantage on Charisma (Persuasion) checks against non-undead creatures who can see or feel your presence.
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