Fighter
Base Class: Fighter

The Blood Reaper archetype uses the blood of their enemies to empower themselves and their Blood Scythe. They gain sustainability in combat and new attack moves. 

Blood Scythe

Starting at level 3, you can wield a scythe as a weapon. This scythe counts as a two-handed heavy weapon, and you are proficient with it. It does 1d12 slashing damage. As you get stronger, so do your abilities with this scythe.

Whenever you hit an enemy with this scythe, as a bonus action you can heal yourself for 1 + your STR modifier as a bonus action. This has a cooldown of 2 turns. 

At level 7, your scythe becomes counted as a magical weapon.

Blood Rend

Starting at level 7, when you hit an enemy with your blood scythe, as a bonus action you can activate Blood Rend on the creature you just hit. Blood rend makes the creature unhealable until the end of your next turn, and they must make a CON save of 10 + your STR modifier. If they fail this save, they begin to bleed for the next 2 turns. At the end of their turn, take 1d6 bleeding damage. 

This has a cooldown of 2 turns. 

Blood Cleave

Starting at level 10, as an action you may activate Blood Cleave as an action. This is counted as an attack. You cleave your scythe through creatures in a 5 ft. cone in front of you, dealing full damage on the first enemy hit in the swing, and half damage to any enemies afterwards. You heal yourself for a quarter of the total damage done. 

This action has a cooldown of 3 turns. 

Death's Door

Starting at level 15, you now deal an additional 1d6 necrotic damage on all scythe attacks. If the target is unhealable or bleeding, you deal an additional 1d6 of necrotic damage. 

Blood Thirst

Starting from level 18, you gain a bonus of 10 ft. in walking speed. You also gain an additional 1d4 slashing damage on all of your scythe attacks. 

Additionally, every time you strike a creature with your scythe, once per turn they have to make a CON save of 6 + your STR modifier or they start bleeding for one turn. 

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