Base Class: Rogue
Reaper
A dagger is a menacing weapon in its own right, but through the years a certain tool has come to be known for death itself; the scythe. Perhaps it’s because it’s a tool for reaping grain and wheat, ending the life of one thing for the purpose of another. But one thing’s for sure: it now strikes fear into people’s hearts. There’s a shadow against the moon tonight; a figure, scythe in hand, ready to bring death for whatever purpose they seek.
( i didnt make this subclass and i dont know who did but i thought it should be available for very one because it was a very nice subclass)
Reaper Blade
When you choose this archetype at 3 level, you gain proficiency in scythes. Scythes are martial weapons that have reach and finesse features and deal 1d10 slashing damage. When using the scythe at a distance of 5 feet the damage changes to 1d4, as the target is too close, outside the optimal reach of the blade.
Reaping Strikes
At 3 level, you learn special strikes that are fueled by a special dice called Reaper Die
Strikes. You learn 3 strikes of your choice which are detailed under “strikes” below. Many strikes enhance an attack in some way. You can only apply one strike per attack. You learn 2 additional strikes of your choice at 7, 10, and 15 level. Each time you learn new strikes, you can replace one strike you know with a different one.
Reaper Die. You have 4 reaper dice, which are d8s. A reaper die is expended when you use it. You regain all of your expended die when you finish a short and long rest.
You gain another reaper die at 7level, and one more at 15 level.
Saving Throws. Some of your strikes require your target to make a saving throw to resist the strike’s effects. The saving throw DC is calculated as follows:
- Strike Save DC = 8 + your proficiency bonus + your Dexterity modifier.
beheading strike
When you hit a creature with an attack with your scythe, roll all your reaper die you have left and add the total to your strike. If the total would bring the target to 0 hit points, it is killed and beheaded. If it wouldn’t bring the target to 0 hit points, the target only takes the normal weapon attack damage.
Dragging Strike
When you hit a creature with an attack with your scythe, you add your reaper die to the attack’s damage roll and the target must make a strength saving throw. On a failure, choose a space within your scythe’s attacking range that is unoccupied, the target is moved to that space.
Duel Strike
You can make 2 attacks with your scythe with one attack action. If they’re both against the same creature, the second attack has disadvantage.
High Strike
When you hit a creature with your scythe, you can add your reaper die to the attack’s damage roll, and the target has disadvantage on its next attack roll.
Low Strike
When you hit a creature with your scythe, you add your reaper die to the attack’s damage roll and the target must make a strength saving throw. On a failure, the target is either knocked prone, or its speed is reduced to 5 feet until the end of its next turn. (your choice)
Parting Strike
When you hit a creature with your scythe attack at a 5-foot range, you use your scythe’s normal damage roll. You can then move 10 feet away without provoking an attack of opportunity.
Pinning Strike
When you hit a creature with your scythe, you add your reaper die to the attack’s damage roll and the target must make a strength saving throw. On a failure, the target is grappled. The escape DC for the grapple is the same as your Strike Save DC. You cannot move more then 5 feet away from the grappled creature or make another scythe attack without breaking the grapple.
Reaping Strike
When you hit a creature with an attack with your scythe, you regain health equal to the damage you deal. If you trigger sneak attack damage with this strike, the sneak attack damage does not count toward the health you regain.
Spinning Strike
When you hit a creature with an attack with your scythe, you add your reaper die to the attack’s damage roll and can move through the creature’s space without penalty for the rest of the turn.
Spinning Strike
You can make a single attack roll against all creatures within your scythe’s range. If there is a solid structure you can’t cut through within the scythe’s range the strike fails. If you trigger sneak attack with this strike, only one creature takes sneak attack damage.
Vaulting Strike
Vaulting Strike. You jump up to 10 feet in any direction and make an attack against a creature within range if there is one. You add reaper die to the attack’s damage roll.
Sweeping Edge
At 9 level, when you hit a creature with an attack with your scythe, you can make another attack against a second creature within range at disadvantage. In addition, your scythe’s 5-foot range damage becomes 1d6.
Danger Guard
At 13 level, when you have your scythe and a creature within its attacking range attacks you, you can add 2 to your AC. You can do this before or after the roll. You do this a number of times per long rest equal to your Dexterity modifier.
Hooking Opportunity
At 17 level, when you hit a creature with an opportunity attack, you can reduce that creature’s speed to 0 for the rest of the turn.
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Posted Oct 24, 2020This Class is meant for a Fighter base class because this is a reworked version of the battle master subclass. Still very nice.