gavinator154
2018-01-27, 06:21 AM
I am attempting to make a monk that is essentially supposed to be a reaper. Using a scythe and manipulating souls in deathy was is the name of the game, and all constructive criticism is appreciated.
For the scythe used, it is a 2d4, Two-Handed Weapon. This is custom since scythes are normally heavy, so damage was lowered to remove it.
WAY OF THE REAPER
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Death will eventually come to all. For some it will be sooner, for others, it will be later, but death comes to all things that live. With this knowledge in mind, you have been trained to take those who need to be taken and take your power from them. You, using your scythe and sickles, will become an aspect of death.
SOUL TEARING
Starting at 3rd level, you gain sickles and a scythe as monk weapons and also gain proficiency in Intimidation. Along with this, you gain the ability to attack not only the body, but the soul of a being itself. After making a successful hit with an unarmed strike or with a monk weapon, you may pay 1 ki point to tear away part the attacked creature's soul, dealing an additional Martial Arts die of necrotic damage and gaining a point of Soul once per turn. Soul Power leaves you at a long rest. You may use points of Soul Power to use the following abilities:
SOUL FORTITUDE
You may use 1 Soul Power during your bonus action to give yourself temporary hit points equal to 1 Martial Arts die + Wisdom Modifier.
SOUL REPAIR
You may use 2 Soul Power during your bonus action to regain hit points equal to 1 Martial Arts die + Wisdom Modifier.
SOUL FORGED
You may use 1 Soul Power while making an unarmed attack, or attack with your monk weapon. If you succeed on hitting, you deal an extra 2d6 die of necrotic damage.
SOUL AEGIS
You may use 2 Soul Power in response to being hit with an attack to cast shield on yourself.
SOUL STRIKE
You may use 1 Soul Power when making an attack to gain advantage on the hit.
SOUL FEAR
You may use 1 Soul Power as a bonus action to make an enemy afraid of your for a turn. The enemy makes a Wisdom saving throw, becoming afraid on a failure.
CURSE OF SOULS
Starting at 6rd level, you learn to funnel your soul shards into useful effects. You may now cast the following spells using Soul Power:
2 Soul Power: Bane, Dissonant Whispers, Zephyr Strike
3 Soul Power: Blindness/Deafness, Darkness, Invisibility, Misty Step, Ray of Enfeeblement, Silence
Along with these effects, your monk weapons and unarmed strikes count as magical and you gain the ability to place a curse on a specific soul. Using a bonus action, you may point to a creature that you can see withing 60 feet of you and place a curse on them that lasts a minute. This curse ends early if you become unconscious or the creature dies. While under the effects of your curse, you may add your proficiency to your damage against the cursed creature. Along with this, you gain an extra Soul Power for every time you gain a Soul Power from that creature. You may use this once per long rest.
PENANCE STARE
Starting at 11th level, you can burn through souls with a single look. During your turn, if you successfully hit an enemy that fears you and have at least 6 Soul Power, you may pull yourself to them and deliver the devastating stare into their soul. They must succeed a Wisdom saving throw or take 40 + 1d6 per Soul Power worth of psychic Damage for each Soul Power you have, half if they succeed. This ability burns all Soul Power, however, if the targeted creature dies from the stare, you may regain half of the used Soul Power, rounded down.
BECOME THE REAPER
Starting at 17th level, you have all but become death itself, and have learned some of the most important tricks. Once per long rest, you may use your action to bring Death into you. This lasts for 1 minute. While you are Death's Avatar, you do not evoke attacks of opportunity. You may use your action make an attack with your monk weapon on each person withing a 30 foot radius. On a successful hit, deal an extra d6 necrotic damage which you gain as temporary health. Once Death leaves, you lose all temporary health points from this class, and you gain 1 level of exhaustion.
For the scythe used, it is a 2d4, Two-Handed Weapon. This is custom since scythes are normally heavy, so damage was lowered to remove it.
WAY OF THE REAPER
---------------------------------------------------------------------
Death will eventually come to all. For some it will be sooner, for others, it will be later, but death comes to all things that live. With this knowledge in mind, you have been trained to take those who need to be taken and take your power from them. You, using your scythe and sickles, will become an aspect of death.
SOUL TEARING
Starting at 3rd level, you gain sickles and a scythe as monk weapons and also gain proficiency in Intimidation. Along with this, you gain the ability to attack not only the body, but the soul of a being itself. After making a successful hit with an unarmed strike or with a monk weapon, you may pay 1 ki point to tear away part the attacked creature's soul, dealing an additional Martial Arts die of necrotic damage and gaining a point of Soul once per turn. Soul Power leaves you at a long rest. You may use points of Soul Power to use the following abilities:
SOUL FORTITUDE
You may use 1 Soul Power during your bonus action to give yourself temporary hit points equal to 1 Martial Arts die + Wisdom Modifier.
SOUL REPAIR
You may use 2 Soul Power during your bonus action to regain hit points equal to 1 Martial Arts die + Wisdom Modifier.
SOUL FORGED
You may use 1 Soul Power while making an unarmed attack, or attack with your monk weapon. If you succeed on hitting, you deal an extra 2d6 die of necrotic damage.
SOUL AEGIS
You may use 2 Soul Power in response to being hit with an attack to cast shield on yourself.
SOUL STRIKE
You may use 1 Soul Power when making an attack to gain advantage on the hit.
SOUL FEAR
You may use 1 Soul Power as a bonus action to make an enemy afraid of your for a turn. The enemy makes a Wisdom saving throw, becoming afraid on a failure.
CURSE OF SOULS
Starting at 6rd level, you learn to funnel your soul shards into useful effects. You may now cast the following spells using Soul Power:
2 Soul Power: Bane, Dissonant Whispers, Zephyr Strike
3 Soul Power: Blindness/Deafness, Darkness, Invisibility, Misty Step, Ray of Enfeeblement, Silence
Along with these effects, your monk weapons and unarmed strikes count as magical and you gain the ability to place a curse on a specific soul. Using a bonus action, you may point to a creature that you can see withing 60 feet of you and place a curse on them that lasts a minute. This curse ends early if you become unconscious or the creature dies. While under the effects of your curse, you may add your proficiency to your damage against the cursed creature. Along with this, you gain an extra Soul Power for every time you gain a Soul Power from that creature. You may use this once per long rest.
PENANCE STARE
Starting at 11th level, you can burn through souls with a single look. During your turn, if you successfully hit an enemy that fears you and have at least 6 Soul Power, you may pull yourself to them and deliver the devastating stare into their soul. They must succeed a Wisdom saving throw or take 40 + 1d6 per Soul Power worth of psychic Damage for each Soul Power you have, half if they succeed. This ability burns all Soul Power, however, if the targeted creature dies from the stare, you may regain half of the used Soul Power, rounded down.
BECOME THE REAPER
Starting at 17th level, you have all but become death itself, and have learned some of the most important tricks. Once per long rest, you may use your action to bring Death into you. This lasts for 1 minute. While you are Death's Avatar, you do not evoke attacks of opportunity. You may use your action make an attack with your monk weapon on each person withing a 30 foot radius. On a successful hit, deal an extra d6 necrotic damage which you gain as temporary health. Once Death leaves, you lose all temporary health points from this class, and you gain 1 level of exhaustion.