Base Class: Warlock
You have made your pact with a powerful God of war. Ancient knowledge was passed down from his essence to his followers, knowledge of war machines of great power. The few who followed this god, who were imbibed with the power of his shadow and knowledge, made a pact with him to empower them to destroy evil beings and allow their deity to feed on evil sins and their life force. The first to forge such weapons, made them with evil intent and were driven mad, giving these weapons a thirst for feeding on evil souls. These warlike individuals who have sworn themselves to the hunt for breakers of the balance between life and death are called Reapers.
Reaper Spellcasting
At certain levels you learn additional reaper spells. these spells count as warlock spells for you, but they do not count toward your total spells known.
Reaper's Knowledge
At 1st Level you gain proficiency in medium armor and firearms. You gain the knowledge of how to make ammo for firearms as well as proficiency with Tinker’s tools. To create ammunition for your firearm, succeed on a tinker tools check (Dexterity check with proficiency, DC=10) over a long rest you can imbue a total of 50 ball bearings with the aura of death, making them into suitable ammo for your reaper's firearm. When making an attack with a firearm you can use your charisma modifier instead of Dexterity for the attack roll and damage roll of the weapon. The Reaper’s Armaments all have a misfire effect on them. On a roll of a Natural 1 you receive half your proficiency in psychic damage and lose that piece of ammunition. You must use a bonus action or an attack (if you have extra attack) on the same turn to appease the Reaper’s firearm. To do so, you must make a charisma saving throw vs ‘8 + your proficiency bonus.' You must have a hand free to reload your Reaper’s firearm. Your Reaper’s firearm can have 5 rounds within it at a time. You must spend a bonus action on your turn to reload your firearm.
Death's Mark
Starting at 1st level, you gain the ability to place a curse on an enemy, called the Death’s Mark, As a bonus action (lasts 1 minute). Until the curse ends you gain the following benefits:
- You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
- Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
- If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.
You can’t use this feature again until you finish a short or long rest.
Shadow Stalker
Starting at 6th level you can, As bonus action, split your shadow from you and it assumes a wraith form similar to your form. It has an AC of 10 + your proficiency, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. It is not considered an ally and so cannot gain a benefit, or provide a benefit, of pack tactics or flanking. On your turn, you can mentally command your shadow to move your movement speed (no action required). Your Shadow Stalker must remain within 60 ft of you or it evaporates into shadows and returns to you. In an area of complete darkness, magical or not, your shadow can be 90 feet away from you. As an action, You can see through your Shadow Stalker’s senses as if they were your own (You are Blind and Deaf during this duration). As a bonus action, you can teleport, magically swapping places with your shadow at a cost of half your movement, regardless of the distance between the two of you. When you take the Attack action on your turn, any attack you make with that action can originate from your space or the shadow's space. You make this choice for each attack. Your Shadow lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another shadow, or until you’re incapacitated. You can only have 1 shadow summoned at any given time.
You can heighten your shadow's fury. Whenever you take the Attack action, your shadow echoes your Ranged Weapon attacks but damage calculated does not include your modifier (You must roll separately for them, the damage counts as Psychic damage). You can use this feature a number of times equal to your charisma modifier (a minimum of once). You regain all expended uses when you finish a short rest. shadows cannot suffer from misfire properties.
Death's Cloak
At 10th level your Death’s Mark becomes more powerful. You are cloaked in the shadows of smoke during the duration of the Death’s Mark. When the target of Death’s Mark hits you with an attack, as a reaction, you can roll a d6, on a 4 or higher the attack misses you, regardless of the roll. This applies to your Shadow Stalker, if it is up.
Empowered Ammo
At 10th level, your contract with your god is upgraded, as you have become one of his favourite agents of death. During your long rest, you can create ammo imbued with the power of death itself. you can imbue 3 pieces of ammunition made from your Reaper's knowledge with special effects. The ammunition's power is temporary, as they are actively using your god's own arcane power. You cannot make more than 3 per long rest, and they will cease to be empowered at the start of your next long rest. Once per turn, on a successful weapon attack, you can release the energy buried within the ammunition.
Azar - Your attack damages those around your target, dealing your charisma modifier in damage to any creature within 10 feet of the main target.
Blitz - Your attack damages the reflexes of your target, it cannot take reactions until the start of your next turn.
Fuerza - Your attack damages the strength of your target, it is pushed back half its movement speed.
Kryo - Your attack impedes the movement of your target, its movement speed is cut in half, until the start of your next turn.
Torden - Your attack damages the resolve of your target, its attacks are at disadvantage until the start of your next turn
Thanatos - Your attack seeps the life-force of your target, regain health points equal to your charisma modifier
Seikatzu - Your attack can heal allies, choose an ally that is 10 feet from your target, it regains health points equal to your charisma modifier.
Death's Judgment
When the creature cursed by your Death's Mark dies, you can apply the curse to a different creature you can see within 30 ft. of you, provided you aren’t incapacitated, but you don’t regain HP from the death of the previously marked creature.
Eternal Hunt
At 14th level you can now invoke two Shadow Stalkers, who can echo your attack. If one shadow's attack hits, then the second Shadow Stalker also hits. This also applies to misses and critical hits.
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