Fighter
Base Class: Fighter

The line between weapon and wielder blur, the pair coming together to unleash devastating attacks. This is the main tactic of the Scythe Meister's, with deadly efficiency their fury is brought down onto creatures of darkness.

Scythe Meister

To combat the darkness meister's have created various Hunter Techniques to best defeat their opponents. At every level a feature is gained, the meister gains access to a new Hunter Technique.

Fighter Level

Features

3rd

Soul Resonance

7th

Anti-demon Wavelength

10th

Soul Perception

15th

Soul Reverberance

18th

Kishin Hunter



Fighter Level

Hunting Technique

3rd

Witch

5th

Demon

9th

Shadow

13th

Genie

17th

Kishin

Soul Resonance

Soul Resonance is performed when the Meister's Soul Wavelength is sent into their Weapon, which then amplifies it and sends it back to the Meister. This process is done repeatedly. In turn, performing this mildly strengthens the meister and generates a strong Wavelength which can enable a powerful technique to be performed.

At 3rd level, you can use a bonus action to activate this feature for one minute. While this feature is active the users AC increases by 2 and they can add 1d10 of their weapon's damage type to one attack on their turn. This feature can be used once per short rest or long rest.

Level 3: Witch Hunter

After reaching 3rd level, a scythe meister's rigorous training allows them access to the first of the many legendary super-skills of the scythe-meister, Witch Hunter. This technique doubles the size of the blade by 10ft. into a long, curved hook, powered by their Wavelength.

The user can use their action to make one powerful attack at disadvantage, due to the unwieldiness of the weapon. If they hit, the attack does 3d10 of the damage type of the weapon against the target, and they have to make a strength saving throw to avoid being knocked prone. If the attack misses, the weapon releases a shockwave as it hits the ground. Any creatures within 15ft. must make a dexterity saving throw or be knocked prone by the impact. The DC for this ability is equal to 8 + Proficiency Bonus + Strength/Dexterity. This attack can only be used once per long rest.

Level 7: Anti-demon Wavelength

The Anti-Demon Wavelength is a special wavelength that specializes in driving away evil. In defense, this Wavelength acts as a powerful barrier against Madness.

At 7th level, activating this feature as an action surrounds the user with a 30ft. radius sphere that puts any creature under the "Calm Emotions" spell effect. This aura lasts for 10 minutes. Further, you can make any hostile creatures in the radius indifferent to you or your party. This effect lasts until you attack them. The DC for this ability is equal to 8 + Proficiency + Strength/Dexterity, hostile creatures have advantage against this saving throw. You can use this feature once per short rest.

Level 7: Demon Hunter

After reaching 7th level, the scythe meister has further strengthened their soul against the madness and can now utilize the second Hunter Technique, Demon Hunter.

The user can use their action to make one powerful attack, no longer at disadvantage. But, a missed attack no longer releases a shockwave through the ground. On hit, the attack will deal 4d10 of the damage type of the weapon against the target and immediately make them prone, provided they are either medium or large and failed on a dexterity saving throw. The DC of this ability is equal to 8 + Proficiency + Strength/Dexterity. This attack can only be used once per long rest.

Level 10: Soul Perception

After reaching 10th level, either through intense training or even just luck, certain kinds of Meisters can see beyond the material plane. With this feature, the user is able to sense and perceive the souls of other beings. Not only can they see the form of their own soul, but they can read an individual's personality, characteristics and Soul Wavelength.

This feature allows the user the benefits of the "Truesight" ability (or the "True Seeing" spell) for one round as a bonus action. It also allows you to make an insight check on any individual at advantage to see their true feelings toward you. This feature can be used a number of times equal to half your Proficiency Bonus and resets on a short rest.

Level 10: Shadow Hunter

After reaching 10th level, the scythe meister has steeled their mind enough to risk reaching into the madness-even if just for a moment-to utilize the third Hunter Technique, Shadow Hunter.

The user can use their action to make a flurry of three attacks, each attack deals 3d12+10 of the weapon's damage type. After doing these attacks, the user must make a wisdom saving throw against their own save DC. On a success, they brush away the madness they utilized. On a failed save, until the end of your next turn attacks against you crit on a roll of 19 or 20. This attack can be used once per long rest.

Level 15: Soul Reverberance

Through all of your training, you've gained complete control over your soul. The wavelength between yourself and your scythe has strengthened immensely and now you experience the benefits of your Soul Resonance twofold.

At 15th level, your melee attack during Soul Resonance now deals 3d10 of the damage type of the weapon and the AC bonus increases to 4.

Level 15: Genie Hunter

After reaching 15th level, the scythe meister has familiarized themselves with the anti-witch techniques Lord Death employed to hunt down the Spider Queen, Arachne. The most famous of these techniques is the Genie Hunter.

The user can use their action to make one powerful, anti-magic attack that deals 4d12+10 of the weapons damage type on a hit. Apart from dealing massive damage, the enemy must make a Constitution saving throw against your save DC, 8 + Proficiency + Strength/Dexterity. On a failed save, the target is under the effects of the Slow spell for 1 minute. They can repeat the save at the end of each of their turns. This attack can only be used once per long rest.

Level 18: Genie Hunter

After reaching 18th level, you've fully mastered using your Death Weapon and employing anti-madness hunting techniques. With this confidence, you reach out to the inherent madness within yourself to utilize the final and most dangerous hunting technique, Kishin Hunter.

The user can use their action to make 4 powerful swings against their opponent, each swing deals 5d12+10 of your weapon's damage type to any creature within a 15ft. radius. 

After using this technique, the Meister must make a wisdom saving throw against your Meister DC at disadvantage. On a success, they just barely fight off the madness that attempts to overtake them. On a failed save, all attack rolls against you have advantage and crit on a roll of 18 or higher, and If you are immune to crits you are no longer immune while this madness is active. At the start of each of your turns you can repeat the saving throw without disadvantage, this madness lasts for 1 minute or until you succeed on the saving throw. This ability can be used once per long rest.

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