Base Class: Fighter
Fighters who follow the Path of the Reaper walk a line between the living and the dead. These warriors are more than skilled soldiers—they are grim avatars of death, enforcers of fate, and hunters of souls.
With each swing of their weapon, they channel the essence of the afterlife, marking foes for death and delivering necrotic strikes from beyond the mortal plane. Their presence inspires dread, and their attacks are as inevitable as the grave itself.
This subclass is inspired by mythological figures like the Grim Reaper, fictional characters such as Corvo Attano (Dishonored), Reaper (Overwatch), and death-themed archetypes from gothic horror and dark fantasy. Mechanically, it blends supernatural flair with tactical precision—offering shadowy mobility, fear effects, incorporeal movement, and scaling necrotic damage that defines their terrifying reaper form.
Whether you play as a cursed knight, a revenant seeking vengeance, or a chosen servant of Death itself, the Path of the Reaper lets you become the scythe that cuts down the unworthy.
Mark of Fate
As a bonus action, you can mark one creature you can see within 60 feet for 1 minute. While the target is marked:
- You have advantage on your first attack roll each turn against it.
- Once per turn, when you hit it with a weapon attack, you deal additional necrotic damage equal to your proficiency bonus.
You can use this feature a number of times equal to your Constitution modifier (minimum once). You regain all uses when you finish a long rest.
Blade from Beyond
Una vez por turno, cuando realizas un ataque con arma cuerpo a cuerpo con un arma que no tiene la propiedad Alcance, puedes aumentar su alcance en 5 pies para ese ataque.
Además, puedes elegir que tus ataques con armas cuerpo a cuerpo inflijan daño necrótico en lugar de su tipo de daño normal.
Last Breath
As a bonus action, you enter a spectral reaper form for 1 minute. While active:
- Your melee weapon attacks deal an additional 1d6 necrotic damage.
- When you activate this form, all hostile creatures within 30 feet must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failure, they are frightened until the end of your next turn.
You can use this feature once per long rest. The extra damage increases as you level: 1d8 at 7th level, 1d10 at 10th, 1d12 at 15th, and 2d10 at 18th level.
Fleeting Shadow
When you take the Attack action on your turn, you may use a bonus action to teleport up to 30 feet to an unoccupied space you can see that is in dim light or darkness. If you do, you have advantage on your next melee weapon attack this turn.
Omen of Death
Creatures marked by your Mark of Fate:
- Have disadvantage on saving throws against the frightened condition.
- Cannot benefit from invisibility against you.
Additionally, as an action, you can force a creature marked by you to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, it is frightened until the end of your next turn.
You can use this feature a number of times equal to your Constitution modifier (minimum once). You regain all uses when you finish a long rest.
Executioner’s Step
While your Last Breath is active, when you reduce a creature to 0 hit points, you can use your reaction to:
- Teleport up to 15 feet to an unoccupied space in dim light or darkness that you can see.
- Make a melee weapon attack against another creature marked by your Mark of Fate.
Ethereal Reaper
As a bonus action, you become incorporeal until the start of your next turn. While incorporeal:
- You can move through creatures and solid objects as if they were difficult terrain.
- You gain resistance to nonmagical bludgeoning, piercing, and slashing damage.
You can use this feature twice per long rest.
Final Form
While your Last Breath is active:
- You can have up to three creatures marked at once with Mark of Fate.
- You can use Last Breath twice per long rest instead of once.







Comments