Base Class: Fighter
You become one with death. Embracing the powers of the Grim Reaper.
Reaper
When you choose this archetype at 3rd level, you learn reaping strikes that are fueled by special dice called reaper dice.
Strikes. You learn three reaping strikes of your choice, which are detailed under “Reaping Strikes” below. Many reaping strikes enhance an attack in some way. You can use only one reaping strike per attack.
You learn two additional reaping strikes of your choice at 7th, 10th, and 15th level. Each time you learn new reaping strikes, you can also replace one reaping strike you know with a different one.
Reaper Dice. You have four reaper dice, which are d8s. A reaper die is expended when you use it. You regain all of your expended reaper dice when you finish a short or long rest.
You gain another reaper die at 7th level and one more at 15th level.
Saving Throws. Some of your reaping strikes require your target to make a saving throw to resist the strike's effects. The saving throw DC is calculated as follows:
Reaping Strike save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Harbinger of Death
You also gain the ability to wield a scythe as if it were a glaive, rather than an improvised weapon. These weapons have the finesse trait when wielded by you.
Reaping Strikes
The reaping strikes are presented in alphabetical order.
Bait and Switch
When you’re within 5 feet of a creature on your turn, you can expend one reaper die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.
Roll the reaper die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Brace
When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one reaper die and make one attack against the creature, using that weapon. If the attack hits, add the reaper die to the weapon’s damage roll.
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 DC {{8+proficiency+modifier:str,dex}}. On a failure, choose a space within your scythe’s attacking range that is unoccupied, the target is moved to that space.
Dual Strike
When you hit a creature with a melee weapon attack, you can expend one reaper die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your reaper die. The damage is of the same type dealt by the original attack.
Feinting Attack
You can expend one reaper die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the reaper die to the attack’s damage roll.
Goading Attack
When you hit a creature with a weapon attack, you can expend one reaper die to attempt to goad the target into attacking you. You add the reaper die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Low Strike
When you hit a creature with a weapon attack, you can expend one reaper die to attempt to knock the target down. You add the reaper die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Menacing Attack
When you hit a creature with a weapon attack, you can expend one reaper die to attempt to frighten the target. You add the reaper die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry
When another creature damages you with a melee attack, you can use your reaction and expend one reaper die to reduce the damage by the number you roll on your reaper die + your Dexterity modifier.
Parting Strike
When you hit a creature with your scythe attack, you can expend 1 reaper die to move up to 10 feet away without provoking an attack of opportunity.
Pinning Strike
Upon attacking a creature with a melee attack on your turn, you can expend one reaper die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the reaper die to your Strength (Athletics) check.
Precision Attack
When you make a weapon attack roll against a creature, you can expend one reaper die to add it to the roll. You can use this ability before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack
When you hit a creature with a weapon attack, you can expend one reaper die to attempt to drive the target back. You add the reaper die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Reaping Strike
When you hit a creature with your scythe, you can expend 1 reaper die to regain health equal to the damage you deal.
Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one reaper die to make a melee weapon attack against the creature. If you hit, you add the reaper die to the attack’s damage roll.
Spinning Strike
You can expend 1 reaper die to 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.
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.
Necrotic Guard
Starting at 9th level, the essence of death takes over your very being. You have resistance to necrotic damage. Moreover, if you start your turn charmed or frightened, you can expend a Reaper die and end every effect on yourself subjecting you to those conditions.
Improved Reaper
At 10th level, your reaper dice turn into d10s.
Danger Guard
Starting at 15th level, when you have your scythe and a creature within its attacking range attacks you, you can use your reaction to add 4 to your AC until the start of your next turn. You can do this before or after the roll. You do this {{modifier:dex}} times per long rest.
Reaper Step
At 18th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.
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