Base Class: Fighter
Grim Reapers are fighters bound by Death itself. Whether chosen as the champions of Raven Queen or following ancient laws of nature, Reapers are the embodiment of the Cycle's end. Not many live to speak of the Grim, yet stories exist of mysterious figures walking the battlefields, claiming the lives of those who are marked for death by mortal wounds.
Grim Scythe
Scythes is the signature weapon of the Grim Reaper. When you choose this archetype at 3rd level, you gain proficiency with a special weapon, the Grim Scythe. The Grim Scythe is a melee martial weapon that deals 1d12 slashing damage, and has the following properties: reach, two-handed, heavy. When wielding this weapon, you cannot be disarmed of it, unless you are incapacitated. The scythe disappears in black smoke when you die. You can dismiss your scythe into a pocket dimension as a free action. You can summon it from the pocket dimension into your empty hands again as a bonus action. The Grim Scythe counts as a spellcasting focus for your Death-touched magic feature.
Death-touched magic
Grim Reapers are agents of Death itself and as such they inherit some of Its magic. At 3rd level, you gain the following Spellcasting feature.
Cantrips. You learn spare the dying and one additional cantrip of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
Spell slots. The Grim Reaper Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher. You know three 1st-level of your choice. All of these spells you must choose from the enchantment or necromancy school of any class's spell list.
The Spells Known column of the Grim Reaper Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be an enchantment or necromancy spell of your choice and must be of a level for which you have spell slots. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from any spell list. The new spell must be of a level for which you have spell slots, and it must be a spell you could learn as a new spell.
Spellcasting Ability. Constitution is your spellcasting ability for your spells since they are granted by the Death through taking a toll on your physical body and mind. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Deathless nature
At 7th level, your service to Death itself dulls you against common practices of the undeath. You gain resistance to necrotic damage.
Fear the Reaper
Beginning at 10th level, a mere visage of you on the battlefield is enough to make men run. You gain proficiency in the Intimidation skill. If you already have proficiency, you gain expertise instead. Whenever you hit a creature with your Grim Scythe, you can make an Intimidation check as a bonus action. Additionally, you gain advantage on saving throws against being frightened.
Reaper's wrath
At 15th level, you learn to fully utilise your magic abilities to deal deadly blows in combat. When you hit a creature with your Grim Scythe, you can expend one spell slot to deal extra force damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 4d8. The damage increases by 1d8 if the target is an undead, to a maximum of 5d8.
Champion of Death
By 18th level, you become an unyielding champion of death. Whenever you succeed three death saving throws, instead of becoming stabilised you regain 1 hit point. Additionally, if you failed no death saving throws, you regain the use of Second Wind, if you have expended it.
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