Fighter
Base Class: Fighter

The Scythe Knight is a devout warrior who has pledged their allegiance to Kelemvor, the Lord of the Dead and the Judge of the Damned. These fighters are sworn to uphold justice and maintain the balance between life and death. They wield massive scythes, symbolic of their commitment to Kelemvor's domain, and they harness the divine power bestowed upon them to smite the enemies of righteousness.

Death's Call

At 3rd level, when you choose this subclass, you gain proficiency with scythes and the ability to use them as a martial weapon. Additionally, you can channel your connection to Kelemvor to cast the Spare the Dying cantrip without expending a spell slot. This cantrip has a range of 30 feet and you can cast it as a bonus action.

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.

Cantrips

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

 

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

 

 

Spell attack modifier = your proficiency bonus + your Charisma modifier
 

Reap the Unworthy

Starting at 3rd level, when you reduce a creature to 0 hit points, you can make a special melee weapon attack against another creature within 5 feet of you as part of the same action. If this attack hits, it deals additional damage equal to your fighter level.

Divine Resistance

At 7th level, your devotion to Kelemvor grants you resistance to necrotic damage. Additionally, you gain advantage on saving throws against being frightened.

Soul Harvest

Upon reaching 10th level, you have learned to harvest the souls of fallen creatures. Whenever you reduce a creature to 0 hit points, you can choose to harvest their soul. Harvesting a soul grants you temporary hit points equal to your fighter level + your Charisma modifier.

Kelemvor's Judgment

At 15th level, you can invoke the divine authority of Kelemvor to pass judgment upon your foes. As an action, you can make a melee weapon attack against a creature you can see within your weapon's range. If the attack hits, the target must make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, the target takes an additional 4d8 necrotic damage and is stunned until the end of its next turn. On a successful save, the target takes half damage and is not stunned.

Avatar of the Reaper

At 18th level, you embody the ultimate representation of Kelemvor's will. You gain resistance to all damage except radiant damage, and you have advantage on death saving throws. Additionally, you can use your action to transform into an Avatar of the Reaper for 1 minute. While in this form, your melee weapon attacks deal an additional 2d10 necrotic damage, and your movement speed increases by 20 feet. Once you use this feature, you can't use it again until you finish a long rest.

As a Scythe Knight, you are a formidable warrior and a divine agent of Kelemvor's justice. Your scythe becomes an extension of your will, and you strike fear into the hearts of evildoers as you bring balance to the realm of life and death.

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