Fighter
Base Class: Fighter

Reaper-kin come from a long line of martial scholars and combatants that hold to the practice and philosophy of the Reapers of the Ethereal. Focusing on the use of the scythe in combat as both weapon and tool, the skilled Reaper-kin is able to manipulate the battle of even titanic foes. 

Battlemedic

Reaper-kin have the ability to stabilize creatures mid-combat. Their teachings grant the student of this way of fighting proficiency in Medicine checks and the ability to stabilize as a bonus action in combat settings.

Ethereal Mobility

As a bonus action, you can phase into the ethereal plane. You gain a flying speed equal to your walking speed and are able to phase through solid objects for a minute. Once you take this bonus action, you can’t do so again until you finish a short or long rest, unless you expend a superiority die to take it again.

Improved Weave

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Reaper-kin's Resolve

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.

Greater Weave

At 18th level, your superiority dice turn into d12s.

The Reaper's Weave

Weave Maneuvers. You learn two maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn an additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Bouncing Step

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Hook Grab

Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.

Opportune Movement

When an ally within sight hits a creature with a weapon attack, you can expend one superiority die to maneuver into a more advantageous position. You can use your reaction to move up to half of your speed without provoking opportunity attacks from the target of the attack.

Reaper's Swing

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Reaper's Wind

As a bonus action, you can expend one superiority die and make a ranged attack with a scythe. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon’s damage roll.

Sever Attachments

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Trip Hook

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Winds of Change

When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.

Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Previous Versions

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3/10/2022 3:06:47 PM
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