Skills
Skill Modifier is Strength
Level 1
Light and Dark:
You can deal an additional amount of damage of light and dark. The damage only affects the opposite alignment, and neutral alignments take half damage.
- Light- deal an additional 1d8+mod in light damage and heal for half.
- Dark- deal an additional 1d8+mod in dark damage and curse yourself from a status ailment of the body.
Fatal Strike:
If the enemy is within the maximum damage of your weapon and mod, then you instantly kill them. Should you use the Scythe they cannot be revived.
Level II
Mark thy Soul:
You infuse your scythe with the power of Thanatos and on hit you deal an additional 2d4+mod in slashing damage. Should the enemy fail a wisdom save they are marked for death. Marked for death has the following effects:
- Enemies have minus 2 to their ac and saves from your attacks and abilities.
- Enemies cannot hide from you by any normal and/or magical means.
- Enemies take 2d4+mod light or dark.
- 1d3+1 rounds.
Soul Weakness:
You Strike through the enemy dealing damage to their soul.
- They take 2d4+mod in psychic damage, and on failed con save are paralyzed in fear.
- Each round the fear of paralyze takes 2d4+mod in psychic damage.
Level III:
Doom:
You summon an image of the target dying, and they must pass an intelligence save or be doomed to die in 5 rounds.
- Enemies make this save with advantage if over 50% of health
- If over 75% in health they automatically succeed.
- Mobs make this save with disadvantage.
Light and Dark II:
You can deal more damage with light and dark. Now when you use light and dark it deals an extra 1d4+mod of damage per patron level. If they fail a wisdom save they take one of the following ailments. (must decide before attacking).
- Confused (Wis save)
- Curse (Wis save)
- Patron Curse (Int save)
- Charm (Charisma save)
- Level 2 bleed (Con save)
- Fear (Charisma save)
Soul Steal:
Should a creature go unconscious from combat or die in your sight, you may use your reaction through your scythe (1d20+mod to hit). Should you pass a charisma check equal to your patron DC, you steal their soul. This restores 3d4+mod in health immediately and you can gain favor with Thanatos. You spend favor at the start of your turn or out of combat to aid you. Each soul taken is worth 2 favor, and you may collect up to 10 favor at a time.
- 1 Favor- Advantage on your next roll
- 2 Favor- Deal max damage on your next to attack, that attack has advantage.
- 3. Favor- Heal 10 health for each patron level.
- 4 Favor- Teleport to a city you have been to. Opens the gates of death.
- 5 favor- A coin of the boatman can take or if you have 5 favor you revive with 5d4+mod in health next turn.
Level IV:
Death:
This blade is made of stygian iron, and the blade is completely shrouded with mist, you see the souls of dead flowing through the blade.
- To Hit is 10+pro
- Damage is 8d4+ Mod Slashing Damage
Effects of the blade:
Bonus Action to use petrification. Should the enemy fail a wisdom save they will petrify in 3 rounds. When you roll a critical strike enemies that are within 15ft, must pass a charisma save or doom will kill them in 3 rounds.
Doors of Death:
If an ally goes unconscious you can restore a 1/4 of their health with a reaction. If they have died in combat you can traverse hades for 2d3+1 rounds and bring them back. When they come back, they come back with no exhaustion and 1/4th their health. While traversing you are out of combat.
Level V:
How do You want to do this?
9th level Evocation
Casting Time: 1 Bonus Action and Action
Range: Self
Components: V, S
Duration: Instant
You call upon Thanatos to power your Scythe to deal 20d6 slashing damage. If they are within 120 health, they instantly die. Those who are make a charisma save with disadvantage on failure they die in 3 rounds from Thanatos.
Comments