Fighter
Base Class: Fighter

Death City, home of the Death Weapon Meister Academy (DWMA), is the breeding grounds for the world's most proficient meisters. In the never ending fight to stop the overflow of madness in the world, meisters work tirelessly to collect the souls of the kishins that manipulate the bit of madness in every person and spread it throughout the world.

 

Scythe Meister

Following in the footsteps of the Lord of Death himself, Scythe Meisters aim to utilize the many traditional scythe-meister techniques alongside the 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

Death Scythe

 

Fighter Level

Hunting Technique

3rd

Witch

5th

Demon

9th

Clown

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, using this technique allows the user to add 1d10 to any melee attack roll and their AC increases by 2. This feature lasts for 1 minute and can be used once per short rest.

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 slashing damage 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 DC 15 dexterity saving throw or being knocked prone by the impact. This attack can only be used once per long rest.

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 surrounds the user with a 30ft. radius sphere that puts any creature under the "Calm Emotions" spell effect. Further, you can make any hostile creatures in the radius indifferent to you or your party. This effect lasts until you attack them. You can use this feature once per short rest.

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 slashing damage against the target and immediately put them into prone, provided they are either medium or large and succeed on a DC 15 dexterity saving throw. This attack can only be used once per long rest.

Soul Perception

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). 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 once per long rest.

Clown 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, Clown Hunter.

The user can use their action to make a flurry of three attacks, all dealing 3d12+10 slashing damage. After doing these attacks, the user must make a wisdom saving throw. On a success, they brush away the madness they utilized. On a failed save, the user lashes out and makes two melee attacks on the closest creature that isn't the one(s) they attacked. This attack can be used once per long rest.

 

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.

Your melee attack during Soul Resonance now deals 3d10 slashing damage and the AC bonus increases to 4.

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 on hit. Apart from dealing massive damage, the enemy must make a DC 20 intelligence saving throw. On a failed save, this attack will cause any magic caster disadvantage on spell attack roles against the user. This attack can only be used once per long rest.

Death Scythe

Every meister trains in hopes of their weapon earning a place among Lord Death's elite squad of Death Weapons. Through all of your hardwork and dedication, you've achieved the exaltation of your weapon. Your weapon is now a Death Sycthe.

Your scythe, now exalted, does 4d4 damage rather than 2d4. Further, all attacks against demons and infernals are made at advantage and crit on a roll of either 19 or 20. If the damage you deal exceeds half of the total number of hit points they have left, they are immediately scattered to ashes and are returned their home plane.

Kishin 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 3 powerful swings against their opponent, dealing 10d6 slashing damage to any creature within a 15ft. radius. Alternatively, you can let loose a wave of energy in a 30ft. line that deals 5d6 damage.

After using this technique, the meister must make a wisdom saving throw at disadvantage. On a success, they just barely fight off the madness that attempts to overtake them. On a failed save, they immediately make two attacks against any creature within the melee attack range. The meister then falls under the "short-term Madness" effect (1d10+5 minutes) and their actions rely on a roll from the madness table. This effect can be cured by a Lesser Restoration or Calm Emotions spell.

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