Fighter
Base Class: Fighter

To become a Reaper's Hand is to receive death's kiss. These warriors are living weapons, forged in the fires of grief and vengeance. They channel divine power through their broken blades, becoming conduits of death itself. On the battlefield, they move with terrifying grace, each strike a precise and devastating execution. Their enemies know fear, for the Reaper's Hand delivers not just death, but the final judgment of a wrathful god.

Level 3: Reaper's Kiss

At level 3 you gain the following: 

  • As a bonus action, you can add 1d8 necrotic damage to all weapon attacks until the end of your turn.
  • When you gain a subclass feature (levels 7, 10, 15, 18, 20), the damage die increases (1d8 -> 2d8 -> 3d8-> 4d8->etc).
  • An opponent damaged by this ability has disadvantage on melee attacks against you until the start of your next turn.
  • Uses: Proficiency Bonus. Replenishes on a short or long rest.

 

 

Level 3: Reaper's Focus

At level 3 you gain the following:

  • When you deal necrotic damage with a weapon, you can reroll a 1 on the damage dice.
  • As an action, you can sense the presence of undead creatures within 30 feet of you. You know the general direction of any undead, but not their exact location. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.  

 

Level 7: Reaper's Trance

 At level 7 you gain the following:

  • As a bonus action, you can enter a trance. While in the trance, you gain the following benefits:
    • Spectral Strikes: Whenever you hit a creature with a weapon attack, you can make an additional attack against that creature as part of the same action. This additional attack deals necrotic damage equal to your strength modifier.
    • Minor Soul Feast: When you reduce a creature to 0 hit points with a melee weapon attack while in this trance, you regain hit points equal to your proficiency bonus.
  • Trance lasts for 1 minute, and can be used a number of times equal to your proficiency bonus. Replenishes on a long rest.

 

 

Level 10: Reaper's Shroud

 At level 10 you gain the following:

  • As a bonus action, you can become invisible until the end of your next turn.
  • You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

 

 

Reaper’s Claim

At level 15 you gain the following: 

  • When you reduce a creature to 0 hit points, you can choose another creature within 30 feet of you that has 20 hit points or less. That creature must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or drop to 0 hit points. You can use this 3 times before needing a long rest.

 

Level 18: Reaper's Chosen

 At level 18 you gain the following:

  • You have advantage on Death Saving Throws. Moreover, when you roll 18-20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.
  • Twice per short rest, you can forgo your normal attacks to make a specialized attack. On a hit, the target takes 10d10 + your Strength modifier damage, and this critically hits on an 18-20. If the target does not die from this attack, they take 2d8 bleed damage each time a successful attack is made against them until the beginning of your next turn.

 

 

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