Rogue
Base Class: Rogue

Some rogues dance with death — Reapers master it. Whether trained by a forgotten death cult, chosen by a god of endings, or touched by the chill of the Shadowfell, a Reaper is a silent executioner who moves like smoke and strikes like fate.

 

They wield curved scythes designed for precision and fear, and mark their victims for swift ends. Reapers use supernatural shadows to stalk their quarry, draining life and hope from their enemies with a single cut. Their presence is a whisper of the grave — not just feared, but inevitable.

 

Reaper scythe

You gain proficiency with the Reaper's Scythe, a special finesse weapon.

**Reaper’s Scythe**
- 1d8 slashing damage
- Finesse, Two-Handed
- Rogue Sneak Attack compatible

Additionally, when you reduce a creature to 0 hit points with a melee weapon, you can make one additional melee weapon attack as a **bonus action**.

Chill of the Grave

When you hit a creature with Sneak Attack, you can force them to make a Constitution saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus).

On a failed save:
- The creature’s speed is reduced by 10 feet until the start of your next turn.
- The creature cannot take reactions.

You can use this feature a number of times equal to your proficiency bonus per long rest.

Shadow Step

As a bonus action, you can teleport up to 30 feet to a space you can see that is in dim light or darkness.

Your next attack after teleporting has advantage.

You can use this feature a number of times equal to your proficiency bonus per long rest.

Death Mark

When you hit a creature with Sneak Attack, you can mark it as your Reaper’s Mark (no action required).

For 1 minute:
- The first Sneak Attack you hit with each turn deals extra necrotic damage equal to your Rogue level.
- You gain advantage on Perception and Investigation checks to track that creature.
- If it dies while marked, you gain temporary HP equal to your Rogue level.

You can use this feature once per short or long rest.

Reaping Strike

Once per long rest, when you hit a creature with a Sneak Attack, you can unleash a Reaping Strike:

- The attack becomes a critical hit (you roll crit damage).
- Each creature of your choice within 10 feet of the target must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier).
- On a failed save, a creature takes your Sneak Attack damage as necrotic (or half on a success).

You can use this feature again by spending two uses of Chill of the Grave.