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## Roguish Archetypes Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus - not necessarily an indication of your chosen profession, but a description of your preferred techniques. ### Reaper You have chosen to walk the path of a Reaper, one who guides the souls of the dead and dying to the afterlife. You guide these souls to the afterlife through a guidance ritual, such as burying the dead with a prayer or placing coins over their eyes. Reapers also seek out those who extend their life past their natural point of death and ensure their time among the living ends. Reapers are granted power by the God of Death in order to achieve these goals. #### The Reaper's Scythe When you become a Reaper at 3rd level, you gain proficiency with the Scythe if you are not already proficient with it. You would be proficient with the scythe already if you are proficient with martial weapons. The stats for the Scythe are outlined below. | Weapon | Cost | Damage | Weight | Properties | |:----:|:---:|:-:|:-:|:-:| | Scythe | 15 gp | 1d10 slashing | 4 lb. | Two-Handed | ##### Martial Weapon: Scythe As a Reaper, you have a bond with your scythe, and you may treat it as a finesse weapon. If you did not have a scythe prior to becoming a Reaper, the God of Death that you serve binds a non-magical scythe to you so that you may complete your work. As a bonus action, you can cause it to materialize in your hands. You can set one magic scythe as your Reaper Scythe by performing a ritual over the course of 1 hour, which can be done during a short rest. This weapon ceases to be your Reaper Scythe if you die, perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond with it. #### Death's Embrace At 3rd level, your attacks against those close to death are more effective. When you make an attack against a creature that is below its maximum hit points, you make that attack with advantage. This effect cannot occur against the same creature until 24 hours have passed. #### Mortal Reminder At 9th level, you can cause a target to see corrupted visions of death. As an action, you may select a target within 30 feet to see these visions. The target must succeed on a Wisdom saving throw, or it becomes stunned for 30 seconds or until it takes damage. You may use this ability a number of times equal to your Consitution modifier, refreshing when you take a long rest.
**Skill Save DC:** = 8 + Proficiency + Constitution Modifier \columnbreak #### Laid to Rest At 13th level, you begin to personally lead souls to the afterlife instead of performing a guidance ritual. Within one hour of a creature's death you may lead their soul to the afterlife. When you do so, you appear to fade from existence until you return one minute later. Those who have been laid to rest in this way are unable to be resurrected except by extraordinary means, such as a Wish spell. While leading a soul to the afterlife you may regain hit points by spending hit dice, as if you had taken a short rest. #### Immortal Servant At 17th level, the God of Death has granted you extended life so that you may carry out your duty for all eternity. You make all death saving throws with advantage. Additionally, you no longer age, and become immune to the effects of aging. #### Call of the Haunted At 17th level, you can call upon the souls of the deceased to assist you as an action. When you use this skill, you may choose to summon a Reaper Skeleton, or to call upon one who was recently slain. After 1 minute passes, the Reaper Skeleton disappears, or the revived creature returns to death. You may use this ability once per long rest.
##### Reaper Skeleton If you choose to summon a Reaper Skeleton, a Skeleton clad in a black cloak with a scythe and red glowing eyes appears at a point of your choice within 30 feet of you. The Reaper Skeleton has 1/3 of your maximum hit points, rounded up, and has ability and skill scores equal to your own. The Reaper Skeleton wields a non-magical scythe, and the black cloak provides it with an armor class equal to your own. You may use a bonus action to issue a command to the Reaper Skeleton, which it will attempt to follow until the order is complete. If no order is issued, the Reaper Skeleton will target the nearest enemy. ##### Recently Slain To call upon one who was recently slain, their body must be within sixty feet, they must be a creature of medium size or smaller, and they must have died less than one hour prior to using this ability. When called upon, the body of the slain is repaired and returned to maximum health. The revived creature wields any arms or armor it used before death, and has any skills or abilities it possessed prior to dying. If the weapons or armor of the creature are not present, it recieves spectral, non-magical versions of the weapons or armor for the duration of its revival. The revived creature is not hostile towards you or your allies. You may use a bonus action to issue a command to this creature, which it will attempt to follow until the order is complete. If no order is issued, the revived creature will decide what to do based on its own free will. The creature may harbor hatred for a prior master, or be enraged in death and target whatever is closest. However, it may also still want to protect a former friend, or wish to take no part in the combat.