Base Class: Fighter
As a soul reaper, your primary goal is to preserve the natural balance of death. It takes careful practice and patience to be a soul reaper.
Scythe Stats:
For dnd purposes, a scythe counts as a finesse halberd (1d10 slashing + dex or strength) You can also dual-wield hand-scythes (sickles) as a finesse sickle with a d6 instead (d6 slashing + dex or strength
Wielder of the Scythe
When wielding a sickle or halberd, you gain a +2 to attack rolls and cannot be disarmed unless you are incapacitated. (You will need to manually add the modifier to the weapon.)
Soul Attunement
At 3rd level, you manifest and attune to a certain type of Soul. Choose one of the following:
Death
The first time you hit with a weapon attack on your turn, you gain temporary hit points equal to your Constitution modifier.
Decay
Any target that you hit with a weapon suffers a -2 penalty to its AC until the end of your next turn. This effect does not stack.
Flame
Any weapon attack you make deals an extra 1d4 fire damage.
Glacier
The first time you hit with a weapon attack on your turn, you gain +1 AC until the start of your next turn.
Nebula
If an attack from your weapon causes the target to make a concentration check, the DC for that check is increased by 5.
Primal
You gain the ability to assume a bestial form using a bonus action once per short or long rest. You can only turn into one kind of beast, determined by you or your DM.
When you initially assume a bestial form, you gain temp hp equal to 1d10+your fighter level. Losing this temp hp does not revert you back. Your racial traits remain the same and do not change to the beast you change form into.
You can stay in a bestial form for a number of hours equal to half your fighter level (rounded down). You then revert to your normal form. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
- While in a bestial form, you may mind speak to any creature within 60 feet of you.
- You can use your claws, talons, or bite to make unarmed strikes that you are considered proficient in. When you hit with them, the strike deals 1d8 + your Strength or Dexterity modifier magical slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
- You may use all basic fighter abilities in bestial form, such as Second Wind, Additional Attacks, Action Surge, Soul Fragments, etc. You cannot use Caretaker of the Beyond's spellcasting nor use Soul Prison's soul detonation while in bestial form.
- You also retain all of your skill and saving throw proficiencies, and all statistics.
- You can’t cast spells, and your to take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. You cannot use weapons or use items.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it, as you retain the same AC. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment changes size or shape to match the new form. Equipment that merges with the form has no effect until you leave the form.
Prismatic
You can use an action once per long rest to spend hit dice up to half your fighter level to heal a creature within 30 feet. Roll the hit dice you spend and heal the target for the amount rolled + your constitution modifier.
Shadow
When you are in an area of dim light or darkness, you can use your action to become invisible until you take an action or a reaction.
Storm
Your speed increases by ten feet.
Wave
You gain a swimming speed of 40 feet, and you can breathe underwater. You can choose to have this manifest in any way you wish, including adopting a tail or fins while in the water. Additionally, You have advantage on all animal handling checks that have to do with sea creatures.
One with Death
At 3rd level, when damage reduces you to 0 hit points, you can make a Constitution saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by a critical hit.
After the saving throw succeeds, you can’t use this feature again until you finish a long rest.
Soul Empowerment
At 7th lvl, your manifested Soul confers additional benefits to you.
Death
You have resistance to necrotic damage.
Additionally, When you damage a creature with an attack, the target can’t regain hit points until the start of your next turn.
Decay
You have resistance to acid damage.
Additionally, when a creature would drain your hit points to regain life, they instead take acid damage equal to the amount of hit points they would have restored.
Flame
You have resistance to fire damage.
Additionally, the first time you hit with a weapon attack on your turn has a chance to inflict the Burn condition. The DC for this is 8 + Proficiency + Con.
*Burn - Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
Glacier
You have resistance to cold damage.
Additionally, the first time you hit with a weapon attack on your turn, the target creature must succeed on a CON save or their movement speed is reduced by 10. The DC for this is 8 + Proficiency + Con.
Nebula
You have resistance to force damage.
Additionally, once per short rest, as an action to create one to four 3-foot-diameter black hole spheres. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you.
This effect does not work on creature size categories above Large.
| SPHERES | Effect |
|---|---|
| 4 | DC 10 STR save, if Creatures start their turn within 10 ft of the spheres fail this save they are forcefully moved 10ft to the sphere's location |
| 3 | DC 13 STR save if Creatures start their turn within 15 ft of the spheres fail this save they are forcefully moved 10ft to the sphere's location |
| 2 | DC 16 STR save if Creatures start their turn within 20 ft of the spheres fail this save they are forcefully moved 10ft to the sphere's location |
| 1 | DC 19 STR save if Creatures start their turn within 25 ft of the sphere fail this save they are forcefully moved 10ft to the sphere's location |
Primal
You have resistance to poison damage.
Additionally, your attacks in bestial form now do an additional 1d6 poison damage. Twice per short rest, you can forgo the damage on one of your unarmed strikes or a weapon attack to attempt to poison the target. They make a CON save against your CON save DC (8+Prof+Con). On a failed save, they are poisoned for 1 minute and do not make the saving throw again.
Prismatic
You have resistance to radiant damage.
Additionally, you may use your reaction to take half the damage of an ally within 5ft of you.
Shadow
You have resistance to psychic damage.
Additionally, when in dim light or darkness, you can use a bonus action to teleport up to 30 feet. Your next attack is made with advantage.
Storm
You have resistance to lightning damage.
Additionally, you gain storm charges equal to your proficiency. You may expend a storm charge to force a creature you have dealt damage to this turn to make a Con save. On a failed save, they are stunned until the start of your next turn. DC is 8 + Proficiency + Con and your storm charges reset on a long rest.
Wave
You have resistance to thunder damage.
Additionally, once per short rest, as a bonus action, you can let out a Sonic boom. Each creature in a 30 foot cone originating from you must make a Constitution saving throw. On a failed save, the creature is deafenedand is pushed 10 feet away from you. On a successful save, the creature is pushed 5 feet. Creatures that are size categories above Large are not pushed but can still become deafened.
Caretaker of the Beyond
Starting at 10th level, you are able to awaken souls that have not yet passed through to the Ethereal Plane. You may cast the Revivify spell once per long rest. Components are still required.
Additionally, you know the Spare the Dying cantrip.
Soul Fragments
Starting at 10th level, you are able to seep into the souls of those around you. Every successful melee weapon attack against a creature marks it and gains 1 soul charge on that specific creature. You can have as many soul charges equal to your fighter level. You may use a bonus action to Detonate your soul charges, causing 1d4 of force damage per soul charge. If a target dies while it has soul charges on it, you can use a reaction or a bonus action on a subsequent turn of yours to mark a new creature within 90 feet.
Soul Prison
At 15th level, you have realized that some souls are too dangerous to be allowed to pass on. You have created a demiplane within yourself that you can send souls to. You can hold a number of souls equal to your level in this prison, and if your prison is full and you try to imprison a new soul, you have to let another soul pass on. To claim a soul, you must target a creature that has been reduced to 0 hit points, and if they died within the last round, their soul is absorbed into you, if able (Ex. A Warlock without a soul would be immune, as well as constructs or any creature that does not have one, Dm's discretion). After a soul is absorbed, they can't be revived by any magic short of wish, unless you release the soul. This imprisonment can interrupt a Naga's regeneration and can stop a liches revival and other effects similar. If you fall unconscious, the souls will try to escape. You must make a Charisma save against a DC equal to 5+ the number of prisoners. If you fail, 1d4+1 souls escape, determined randomly. These souls do not escape when you sleep.
You can expend 1-5 souls to create a soul explosion. When you do so, choose 1-5 souls, and for each soul used, the radius for this attack increases by 10ft and the damage increases by 1d8. The attack has a base attack range of 60ft, it has a 10ft radius and 2d8 damage. The damage type is determined by your Soul Attunement and bypasses Resistance but not Immunity. You have to expend at least one soul to use this attack. The souls you use on this then are released to whatever plane they might drift to. You choose which targets you wish to affect with this attack, and the targets must make Con saves against the DC, 8+Your Proficiency+Your Con Mod, or take half damage. You can use this feature three times, and you regain all expended uses of it when you finish a short or long rest.
Lasting One
Starting at 18th level, the soul magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
Soul Master
At 18th lvl, your manifested Soul confers additional benefits to you.
Death
You gain immunity to necrotic damage.
Additionally, you may use your reaction to do damage to yourself up to half your max hp(this damage cannot be negated). A creature of your choice within 60 feet of you will gain temp hp equal to the amount of hp sacrificed. This cannot reduce you to below 1 hit point. You may do this once per short or long rest.
Decay
You gain immunity to acid damage.
Additionally, you can use your bonus action to force a creature within 60 feet of you to make a Constitution saving throw. On a failed save, the creature takes one level of exhaustion. You can use this ability three times per short or long rest. The DC for this ability is determined by your Constitution score (8+Prof+Con).
Flame
You gain immunity to fire damage.
Additionally, when someone successfully hits you with an attack, you may use your reaction to move your soul charges to your attacker and immediately detonate. You may do this twice per short or long rest.
Glacier
You gain immunity to cold damage.
Additionally, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed as ice forms around your feet. You may share this ability with one creature of your choosing for 24 hours once per long rest.
Nebula
You gain immunity to force damage.
Additionally, once per long rest, as an action, you can reduce a non-living object's physical size and weight by 75% (1,000lbs object turns into 250lbs). You can undo this effect as an action.
Primal
You gain immunity to poison damage and the poisoned condition.
Additionally, using your action once per long rest, you can now summon 4 soul beasts to aid you in battle for up to 1 hour or until they fall to 0hp. The form they assume is up to you or the DM. The spirits are friendly to you and your companions and obeys your commands. Regardless of form, they use the following stat block:
Soul Beast
Medium Undead
Armor Class 16 (natural armor)
Hit Points 75
Speed 30 ft., fly 30 ft. (hover)
Damage Immunities poison
Condition Immunities charmed, frightened, grappled, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Actions
Soul Flare. Ranged Weapon Attack: your weapon attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB poison damage.
Claws or Bite. Melee Weapon Attack: your weapon attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB magical slashing damage.
Prismatic
You gain immunity to radiant damage.
Additionally, You may use the souls collected via Soul Prison to instead heal allies. Instead of radiant damage, you can choose for it to heal any creature within the blast.
Shadow
You gain immunity to psychic damage.
Additionally, you can mark a willing target. In dim light or darkness, you may use your bonus action to teleport to them instead, no matter the plane of existence they are currently on. You can use this feature once per long rest.
Storm
You gain immunity to lightning damage.
Additionally, your movement no longer provokes opportunity attacks, and you gain a flying speed equal to your walking speed. Your movement cannot be restricted or reduced by magical means.
Wave
You gain immunity to thunder damage.
Additionally, once per short rest, you can trap a creature in a bubble using your action. Make a 40ft ranged attack using your attack proficiency. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. The restrained creature can use its action to attempt to escape. They must make a DC 20 strength save to break out of the bubble.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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10/21/2023 2:22:53 AM
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102
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7
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Kai
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Coming Soon
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