Base Class: Fighter
Some know that death is always around, and some even know the experience first-hand. Whether as part of the initiation to ranks of an order of Ghost Knights or happened to have died and come back to life, you know what's on the other side. That has blessed (or cursed) you with an uncanny set of abilities that sets you apart from other Fighters and Knights.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Arcana, History, Insight, Intimidation, Religion, Sleight of Hand, or Stealth.
Blade of the Wraith
Starting at 3rd level you can activate Blade of the Wraith 1d4 times. The d4 is rolled the first time in a day you activate it. After you finish a long rest, you regain any expended uses, and you re-roll during your next activation. When active, your weapons deal an additional 1d6 necrotic damage, and you gain temporary Hit Points equal to the extra damage dealt. The duration for each use is 1 minute.
This feature’s extra damage increases by 1d6 when you reach 7th level (2d6), 10th level (3d6), 15th level (4d6), and 18th level (5d6).
Ghost Shape
Starting at 3rd level, you can make your body incorporeal for 1 minute. You can pass through objects up to 2 inches thick/deep; this applies to any armor or items that you are carrying, but you cannot pick up any new items while in Ghost Shape. Or in combat, you can use a reaction to add +2 to your armor class for 1 minute. You can use this feature one time, and you cannot use it again until you have completed a long rest.
You can use this feature twice between long rests at 7th level, three times between long rests at 10th level, four times between long rests at 15th level, and five times between long rests at 18th level.
Bereft of Body
Starting at 7th level, you split from your body as a bonus action at the end of your turn. While outside of your body, your spectral form appears as a translucent copy of your body, including armor and weapons. While in this form, you can have another turn using your spectral form, including movement, attacks or any other actions you would normally be able to. While in this state, your body and your spectral form also each have a reaction, which includes opportunity attacks. Your spectral form cannot take damage, but your body still can. At the start of your next turn, your spectral form immediately teleports back into your body; this does not count as your movement or any other action. After using this feature, you cannot use it again until you complete a short or long rest.
Fear the Reaper
Starting at 10th Level, you can use a bonus action to summon the essence of the Reaper which hangs off of your shoulder. The Reaper is considered a concentration spell with a duration of 1 minute but does not require the use of any spell slots. When it first appears, all creatures which are not friendly to you must make a Wisdom saving throw or become frightened while the Reaper is present. The DC of the saving throw is equal to 8 + your Strength modifier + your proficiency bonus. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature’s saving throw is successful or the effect ends for it, the creature cannot become frightened by the Reaper for the next 24 hours. At the end of each of your turns, the Reaper makes a melee attack with its scythe towards a hostile creature of your choice, dealing 2d6 Necrotic damage on a hit. At 15th level, the damage increases to 2d8; at 18th level, the damage increases to 2d12. After using this feature, you cannot use it again until you complete a short or long rest.
Soul Shred
Starting at 15th level you can directly attack a creature at its essence for one turn. Instead of using the given armor class for the creature, the armor class you attack against is equal to 10 + the target creature’s Dexterity modifier. While attacking in this way, your attacks are considered magical for the purposes of damage, and any damage resistances are ignored when calculating damage. You can use this feature one time and regain this ability when you finish a short or long rest.
You can use this feature twice between short or long rests starting at 18th level.
Embodiment of Death
Starting at 18th level, you can let the Reaper take over your body, allowing its power to flow through you for 1 minute. Even Death can no longer tell if you are a living or dead creature, as you have taken on a lot of the qualities of the undead. By engaging with another creature, any opposing creature must make a Constitution saving throw, taking 2d10 necrotic damage on a failed save, or half as much on a successful one. Any creature with which you are engaged must repeat the saving throw at the start of each of your turns. The DC for the saving throw is equal to 8 + your Constitution modifier + your proficiency bonus. You cannot use this feature again until you have completed a short or long rest.
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