Fighter
Base Class: Fighter

Reapers are warriors that were once sigil knights who Worshiped Solan the God of Law and Subjection, once they saw what the world really was, they realized that power was the route to happiness and so they disbanded the order and went on to get what they wanted. Power, this came with a cost, a piece of their soul which was token in exchange for power by Altum God of Evil, and the need to take the souls of other people to empower them.

Elemental Charges

At Lvl 3 you learn how to harness the power of elements into your blade. You can transform your blade into one of these charges 3 times per long rest as a bonus action. This lasts for 1 Minute.

Flame Charge - Cover your blade with fire filling your soul with determination, the sword produces 10 Ft of light, does an extra 1d8 Fire Damage, you can no longer be Frightened.

Ice Charge - Cover your blade with ice filling helping your eyes concentrate on targets sharply, When you hit a target they take an extra 1d4 cold damage, when hit the targets speed is reduced by 10 Ft until the end of the users next turn, when attacking foes with this charge you gain a +2 to hit.

Lightning Charge - Cover your blade with a lightning like static heightening your physical attributes, When you hit a target they take an extra 1d6 lightning damage, when hitting a target they must make a 14 Con save or be stunned till the end of their next turn, your movement speed is increased by 10 Ft and Acrobatics, Athletics, and Dex save are rolled with advantage.

Heightened Action Surge

At Lvl 3 you learn how to utilize your action surge to the fullest, when using action surge you can now use a bonus action.

Broken Bonds

At Lvl 7 you break all your bonds with sigil knight, you can still use improved action surge but you can no longer use your elemental charges, you do get some benefits however as you can now form a helmet at will that gives you +2 Ac and Dark Flame Charge which you can pop as a bonus action 3 times per long rest.

Dark Flame Charge - You sacrificed all your past charges for this? Was it worth it? When you use this charge you cover your blade in a Flame similar to flame charge but it's black and white instead, When you hit a target you do an extra 2d6 True Fire Damage, when you hit a target with this flame they are "Flamed" meaning they take 2d4 True Fire Damage at the end of each of their turns,  this lasts for 2 Rounds and also when "Flamed" You cannot cast any spells until it ends.

Soul Rip

At Lvl 7 as an action, you can reap the soul of a creature who has been killed within a minute. When this happens, their soul is permanently devoured and you gain a runic mark on an area of your body. Each time you use this feature, another rune appears on your body, up to 12 runes at a time. As a bonus action, you can use up 4 runes on your body to empower yourself greatly. Once you activate this power, you gain the following benefits for the next 5 rounds.

As an action, you can reap the soul of a creature who has been killed within a minute. When this happens, their soul is permanently devoured and you gain a runic mark on an area of your body. Each time you use this feature, another rune appears on your body, up to 12 runes at a time. As a bonus action, you can use up 4 runes on your body to empower yourself greatly. Once you activate this power, you gain the following benefits for the next 5 rounds.

  • You deal additional damage to all damage rolls equal to your proficiency bonus.
  • You receive less damage from all damage sources equal to your proficiency bonus.
  • Your movement speed is doubled
  • Advantage on Strength and Dexterity saving throws

Once this feature ends, you take 1d4 necrotic damage and must succeed a DC 15 Wisdom saving throw or gain short-term madness. Each usage before you take a long rest increases the DC Save by 2. After using your third rune, you instead roll for long-term madness.

Altum's Blessing

At Lvl 10 you can turn any weapon you wield into a Scythe, when you have turned a weapon into this Scythe it gains 2d6 Necrotic Damage, and you can summon at will now, Also when soul ripping someone you instead get two runes.

Soul Mastery

At Lvl 10 when you can now crit on 19 and 20 and when you do you get a rune.

Hunt

At Lvl 15 you can use your action to summons balls from parallel dimensions that fly towards the target, when doing at the start of the targets turn that you marked they make a Dex Save of 18 or be struck with a purple ball dealing 3d10 Necrotic Damage, half on success. This lasts for 3 Rounds and takes 3 runes.

Soul Burst

At Lvl 18 you can take a full action to make a big purple explosion around you, all targets within 40 Ft must make a 20 Dex save or take 3d8 Necrotic Damage for each rune you use, Max you can use is 6 Runes, and Minimum 4 Runes.

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