Base Class: Cleric
( A Grave cleric remake) Ferrymen of the dead play a special role in the underworld. As travelers of the river Styx, they travel between the worlds of the living and the dead constantly. they are dedicated to seeing the dead to the other side and keeping the soul counts correct. These clerics travel through time and space to reap escaped souls using their scythes. They always have a special place in Charon's heart and because of that they have no fear of death
Domain Spells
You gain domain spells at the cleric levels listed in the Ferryman Domain Spells table. See the Divine Domain class feature for how domain spells work.
Ferryman Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | bane, false life |
| 3rd | gentle repose, ray of enfeeblement |
| 5th | revivify, vampiric touch |
| 7th | blight, death ward |
| 9th | antilife shell, raise dead |
The Boat Ride Back
At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
Scythe of The Reaper
You can manifest a weapon of your choice through the magic of the river styx. On your turn instead of casting a cantrip you may instead make one weapon attack using your scythe, this attack deals 1d10 + Your wisdom modifier in necrotic damage and it may have a range of 90 feet if you choose a ranged form. You may also use your action to transform your scythe into a mundane oar. You may summon this weapon as a bonus action if you lose it or it breaks.
Channel Divinity: Marked For The Boat
Starting at 2nd level, you can use your Channel Divinity to mark another creature’s fate for the boat.
As an action, you choose one creature you can see within 30 feet of you, marking it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the mark ends.
Ferryman's Ferry
At 6th level, you gain the ability to summon a boat with the ability to cross the river Styx. The boat can contain 6 medium-sized creatures, it has a flying speed of 40 feet and may hover. In order to move the boat, your scythe needs to be in oar form. You may summon this boat as an action and may dismiss it as a free action, anything that was not originally in the boat falls out when the boat disappears.
Improved Scythe
You may now add 1d8 to both your scythe attacks and cleric spells cast through your scythe
Package Deal
Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn.
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