Grim Reaper (Fighter)

by Areswolf419

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Grim Reaper, Fighter Archetype

Overview on Creating a Grim Reaper

Warriors who have witnessed the horrors of the battlefield know that Death is everywhere. Once you have seen Death most try and avoid it, Others seek it out. Some brave souls even try speak to it. Sometimes Death speaks back. Death is a powerful force, some try to take the power for themselves. However they are never seen again. War veterans speak of Warriors, with Scythe in hand. Which are the embodiment of Death it's self.

Bonus proficiencies

  • Gain proficiency with the Martial Weapons- Hand-Scythes, Great-Scythes, and War-Scythes.
  • Able to Cast Speak with Dead once a day. (At Level 10, If the target of the spell is someone you've slain and has a challenge rating equal to half your fighter level or less, they are compelled to talk and answer truthfully.)

Grim Reaper's Scythe

At Level 3 gain access to the following features:

  • Weapon-SoulBond- You can attune to up to two Scythes and infuse some of your Soul into them. Weapon is magical to overcome resistant to nonmagical attacks. (Your Scythe is your spellcasting focus, if you have spells.) (AntiMagic fields do not affect Weapon-SoulBond.)
  • Your weapon is coated in a thick aura changing the weapon's damage into an element. Your alignment determines your weapon's element. Good-Radiant, Neutral-Force, Evil-Necrotic. You may turn this on or off at will.
  • As a use item action: Your SoulBonded-Scythe(s) teleport to your hand(s) instantly.
  • Gain access to Reaper Flourishes (See Page4)

Dancing with Death

At Level 7 gain the following features: You become a Warrior so fluid at killing you practically dance across the battlefield slaying all in your path.

  • Reaper's Waltz- When you reduce a creature to 0 hit points, Your movement refreshes. Your movement doesn't provoke opportunity attacks for the rest of your turn. This feature can only activate once per turn. (Twice per turn, at Level 15.)
  • Grim Reaper Criticals- As a bonus action: You may spend one Reaper Point to imbue more of your Soul into your Scythe's edge: Your weapon attacks score a critical hit on a roll of 18 - 20 for 1 Minute, also add 1 additional weapon die to the extra damage of the critical hit.

Reaper Reflex

At 10th Level gain the following feature:

When an attack against you rolls in a 20 on the d20 rolled; You may use your reaction to spend 1 Reaper Point, it becomes a normal hit and you save the 20 rolled. Afterwards you can expend it to replace any d20 Test made by you. You must choose to do so before the roll. (You may only you use the reaction part of this effect once per a Short Rest.) (All saved rolls are lost during a Long Rest.)

Surge of Death

At 15th Level gain the following feature:

If you have no Reaper Points and you kill a creature, regain (1D4+ 1) Reaper Points. Grim Reaper Criticals is activated Immediately for half the time but without cost. During the next 5 rounds, If you reduce a creature's hp to 0 with a Critical Hit; gain temporary HP equal to any excess Critical Damage.

(You may not use this feature again until after a long rest.)

Killing Spree

At 18th Level gain the following feature:

During the turn you Action Surge, you gain one additional weapon attack for each creature you kill on that turn.

Reaper Flourishes

Starting at 3rd Level, you gain access to Reaper Flourishes and Reaper Points. You may spend those points when you score a critical attack roll or kill a creature with any scythe. Reaper Flourishes can only be used by a scythe. If you score a critical attack roll you may spend a point, if that same attack kills a creature you may spend another point. (At 3,7,10,15,18 you can choose a number of flourishes indicated by the chart below.) During a short rest you replenish half of your maximum Reaper Points rounded up. All Expended Reaper Points are replenished after a long rest.

Reaper flourish chart by Level
Level -Reaper Points Total- number of Flourishes gained
3rd 3 1
7th 4 2
10th 5 3
15th 6 2
18th 8 1
Grim Reaper Weapons
Name Cost Damage Weight Properties
Hand-Scythe 5gp 1D6 2lbs Light, Finesse, Thrown(Range 20-60)
Great-Scythe 10gp 1D8 10lbs Heavy, Reach, Versatile (1d10)
War-Scythe 20gp 1D12 20lbs (Requires 20 Strength) Heavy, Reach, Two-Handed
Scythe Facts

Great-Scythe can be thrown with Strength 20. (Range 20-30) Great-Scythe and War-Scythe are considered Polearms.

The Death God's Ritual

Veteran Warriors speak of a ritual that doesn't require the user to be practical with magic, but to possess an unshakable courage to face Death and not falter. A ritual which will require any type of Scythe, and Sigils written in your own blood in order to Summon a God of Death. Since the summoner has weak magical capabilities, the god of death cannot manifest for too long. which is the key to success to gain the desired result. A single touch, Death can remove a persons Soul. It's this power the God of Death uses to pull your Soul from deep within you, pulls it up to the surface. You must have a Will of Iron to survive long enough. Instantly taking on 5 stages of exhaustion, causing the summoner to lose consciousness and ending the ritual. A couple days later you awake, you can feel your own Aura pouring off you in a stable manner. Although you've always had this power you've never had access to it. Allowing you to manifest your Soul at will, you are now able to cover your Scythe in your Soul's Aura.

Grim Reaper Archetype

Overview on --------Reaper Flourishes

You gain new flourishes every Archetype improvement. When you kill a creature or Roll a Critical hit for an attack roll with a Scythe; you may use Reaper Points to perform a Reaper Flourish.

Reaper Points = At Level 3 (Start with 3)

+ 1 At Level 7,10,15,18

Flourish Save DC = 8 + your proficiency bonus +

your Strength or Dexerity modifier

Reaper Flourishes

Secondary effect Flourishes

  • Compounding Wounds- This effect is applied as a secondary effect of the Critical Hit. The creature must succeed a Constitution Saving Throw. On a fail: creature takes a 1D10 necrotic damage, and gains 1 wound. Target will also gain 1 wound at the end of each of their turns, until the Wounds condition has been ended. A creature suffering from wounds takes 1d10 necrotic damage for each wound at the start of their turn. (A creature must use their action to make a medicine check vs your Save DC to end the Wounds condition.)
  • Fear the Reaper- When you kill a creature, all creatures with 20ft that can see you must make a Wisdom saving throw or take 1d6 psychic damage and becomes frightened of you for 1 min. The creature can use their action to make a Wisdom saving throw against (Save DC) to steel its resolve and end this effect.
  • Rend Health- Your potent Soul Energy fills your Scythe. At the start of your next turn the following effect is applied: All attacks this turn have advantage, Hit Points lost to your weapon’s damage this turn can only be regained through a Short or Long Rest, rather than by regeneration, magic, or any other means.
  • Staggering Soul- This effect is applied as a secondary effect of the Critical Hit. The target must make a Constitution Saving Throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.
Reaper Waltz and Flourish

If you kill a creature or you land a Critical hit on a creature and you spend a Reaper Point but the creature died; Reaper's Waltz is triggered by the creature's death therefore you may move before executing a Flourish Effect.

Action Flourishes

  • Blinded by Blood- As a bonus action: You fling blood off your Scythe into the target creature's eyes: 20ft range, the target must succeed on a Dexterity saving throw or takes 1d6 necrotic damage and becomes blinded for 1 min. The creature can use their action to wipe the blood from their eyes to unblind themselves.
  • Guillotine Hold- As a bonus action or part of an attack action: you attempt to Restrain a target using your Scythe, target makes a Dexterity saving throw. on a fail- Deal 1D10 Weapon Damage and creature is restrained. They may use their action to attempt to escape during their turn. You may use your Attack action with your Scythe to attack the restrained target, but cannot attack other targets without ending the Hold as a result.
  • Reckless Slaughter- At the start of your next turn, As an Action: You charge forward in a straight line using all your movement, you may perform a single weapon attack on each creature that enters your "Scythe's melee range" during this movement. (Enemies can make opportunity attacks against you.) If Reaper's Waltz triggers during this flourish, you may spend one Reaper Point and choose a new direction to move in. (You may only activate this Flourish once per short rest.)
  • Sweep the Legs - As a bonus action or part of an attack action: make a weapon attack roll, swing your scythe low at a target's feet. on a hit, deal weapon damage and then the creature must succeed a Strength save, or creature takes additional 1d6 bludgeoning damage and fall prone and have their movement reduced to 0 until the end of their next turn. Creatures a size larger then you have advantage on the save.
  • Whirlwind- This Flourish costs 2 Reaper Points instead of 1 to use. As a bonus action, Spin your Scythe around you as your Soul extends your weapon's reach. Make a weapon attack roll and apply the result to the AC of all creatures within double your weapon's reach around you. Then roll weapon damage and apply it to all creatures hit by this attack roll.

Special Reaper Flourish (Must be Grim Reaper level 15 or higher.)

When you Roll a Natural 20 on a Attack Roll, you may spend a Reaper Point to Roll another D20. Apply One of the following effects:

  • Dismember- If you Rolled a single Natural 20 on the Attack roll: You lop off one of the target’s limbs. If the creature has no limb to sever, you lop off a portion of its body instead. The effect of such loss determined by the GM.
  • Absolute Severance- If you Rolled both D20s and got both Natural 20s: Your Scythe glows bright with your Soul's energy and the blade grows an appropriate size to, Cut off the head of the creature you targeted. The head may not be returned to the body to be healed by any means outside the use of a wish spell. A creature that survives this beheading has disadvantage on all of it's attacks, checks and saving throws until it's head is returned to it's body properly. A creature with no head in general, you cut them in half instead and apply all the above effects. A creature with legendary actions and 100hp or above is immune to these effects and instead takes critical weapon damage and takes an additional 10d10 weapon damage after the critical hit. (Ethereal Beings are affected by this attack.) After either effect, you cannot use either of these effects again until after a long rest. The user takes on one stage of exhaustion as well.
Absolute Severance

This skill does not work if the creature doesn't have a head in general or if it has legendary actions and is above 100hp.

Disclaimer

I did not create any of the artwork myself,
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