Life Harvester (5e Class)

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= Life Harvester[edit]

The Scythe Masters, from their childhood, were treated like game animals. Natural magic users with the ability to materialize magical energy and transform it into a weapon, through constant contact with ruined or strong emotions. The difference between them and the sorcerers found as nomads in the outskirts of civilization is that usually the power of Scythe Masters doesn't awaken traits related with a specific bloodline. Instead, Scythe Masters have a connection to the weave derived from their attunement with this source of magic. This connection doesn't happen naturally, but tend to occur to creatures naturally predispose to the connection, that have this ability awaken after a extreme situation in their lives, that have forced them into taping in this magical force.

Almost always, the event was some physical treat they had to overcome trough the use of violence, and due to this reason, is not uncommon for scythe masters have their body covered in scars, or having a single but significant scar. These well-trained magic users are often confused or mingled clerics, for their deep awareness, paladins for their strong convictions or sorcerers for the natural knack for arcane magic.

They can look menacing, but this threatening appearance can often be misleading, since the suffering they endure can often led them to empathize with other creature's suffering. The connection they have with violence, pain and death can be uncanny, but this now always create nihilistic monsters, and more often than not can create caring individuals that enjoy life to their fullest.

Bloodlust Scythes[edit]

The Scythe Masters gained this name due to the ability they have of shaping pure magical energy into a condensed sharp form, called "Scythes". Despite the name, they aren't always literal scythes, but just opaque blades of condensed energy that can assume a plethora of different forms and colors. Usually the scythes will reflect something about the master's personality or preferences. For example, although the scythe can be made out of pure energy, some scythe masters will condense the energy in the shape of a material such as wood, iron, gold or any they find aesthetically pleasing or menacing. Others, will just create a simple blade of energy, almost shapeless. Either way, you can learn a lot from a scythe master just looking at how they have decide to shape their scythe.

The Awakening[edit]

Wherever magic do exists, there is the possibility that a connection is formed between an individual and the source of magic. This even is called Awakening, and usually it is triggered by some stressful, traumatic or extreme event or situation. Some are awoken by being violently attacked by a creature, which can force this connection, allowing the Scythe Master to rebuke its aggressor. Others, by suffering an accident, such as a deadly fall, a catastrophic natural event or any extreme situation were magic will be the only solution. And, finally, some are just trained in the ways of the scythe master, learning how to creature the scythe by attuning their senses with the world around them.

Creating a Life Harvester[edit]

Life Harvester Founder.jpg
[1] by letta.

Here are some questions that will help you to create your character. Have you been well treated in your childhood, or it was a hostile environment? Your awakening arrived from a childhood trauma, or came later, as an adult, after surviving some terrible event? The awakening event was an accident? How your scythe helped you to survive the event? Or was an aggression, and if so, what happened with the aggressor? Is he dead, or is he alive and you seek revenge?

Not all scythe masters are born out of a random event, but some are trained to become one. Have you been trained since young age to become a scythe master? Why have you been chosen? Did you show some type of natural connection with magic even before the awakening? Training to become a scythe master is usually a brutal and painful path, how was yours? Did you have resentment for your master, or are you grateful for what you learned? Some even don't even have a master, looking alone for the power of the scythes, becoming their own masters.

What's your place in the world? Are you a wanderer, trying to leave your painful past behind, or trying to make sure that whatever pain you have endured won't be place upon others? Or you are an adventurer, a mercenary at service of your monastery, temple or order of scythe masters? Or maybe are you seeking to further your knowledge about this mystical power, traveling the world searching for knowledge and a deeper understanding? Regardless of were you go, the path of scythe masters is usually a path of violence, cause violence is the nature of their powers. The question lies in were this violence is employed, if at service of the master itself or of those who cannot fend for themselves.

Quick Build

You can make a Scythe Master quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, followed by Wisdom and then Constitution. Second, choose the Haunted One or the Urchin background.

Class Features

As a Scythe Master you gain the following class features.

Hit Points

Hit Dice: 1d10 per Scythe Master level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Scythe Master level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, Nature, Intimidation, Investigation, and Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a handaxe or (b) any simple weapon
  • (a) an explorer's pack or (b) a light crossbow and a quiver with 20 bolts

Table: The Scythe Master

Level Proficiency
Bonus
Reflex points Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Battle Robes, Scythe Battle Style
2nd +2 Spellcasting, Vorpal Strike 4 2 2
3rd +2 4 Battle Style Feature, Reflex Points 4 2 3
4th +2 4 Ability Score Improvement 5 3 3
5th +3 6 Soul Reaper 5 3 4 2
6th +3 6 Soul Seeker Tendency, Rending Scythe 5 4 4 2
7th +3 6 Whirlwind Protection, Battle Style Feature 5 4 4 3
8th +3 6 Ability Score Improvement 5 5 4 3
9th +4 8 5 5 4 3 2
10th +4 8 Battle Style Feature 6 6 4 3 2
11th +4 8 Savage Flurry 6 6 4 3 3
12th +4 8 Ability Score Improvement 6 7 4 3 3
13th +5 10 6 7 4 3 3 1
14th +5 10 Everything For The Hunt 6 8 4 3 3 1
15th +5 10 Battle Style Feature 6 8 4 3 3 2
16th +5 10 Ability Score Improvement 6 9 4 3 3 2
17th +6 12 6 9 4 3 3 3 1
18th +6 12 Scythe Upgrade 6 10 4 3 3 3 1
19th +6 12 Ability Score Improvement 6 10 4 3 3 3 2
20th +6 12 Battle Style Feature 6 11 4 3 3 3 2

Rose Robes[edit]

Life Harvesters training Hardly the art of Blood Absrption . Bleed yours enemys to the death and dodging attacks, hes is very Fast to Dodge the nenemy attacks and was already hard and heavy armor didn't make it easier. They developed a special way of moves and stances that is based on your quickness and reaction time. When you wear Rose Robes you gain an armor class equal to 12 Constitution modifier (whichever is higher) + your Wisdom modifier.


Spellcasting[edit]

By the time you reach 2nd level, you have learned to use the magical essence of your mystical scythe to cast spells.

Cantrips

At 2nd level, you know four cantrips of your choice. You learn additional cantrips of your choice at higher levels,

Spell Slots

The Scythe Master table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.

Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the Scythe Master spell list.

The Spells Known column of the Scythe Master table shows when you learn more Scythe Master spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Scythe Master spells you know and replace it with another spell from the Scythe Master spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for Life Harvester spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Scythe Master spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus (Optional)

At 2nd level, you can use your scythe as a spellcasting focus for your Scythe Master spells.

Vorpal Strike[edit]

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal magical slashing damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d12 for each spell level higher than 1st, to a maximum of 8d12. Reducing a creature to 0 hit points with this attack is decapitated.

Reflex Points[edit]

At 3rd level your reaction time becomes so quick that you gain Reflex Points. You can spend those points to make special actions. You gain your points back after a long rest.

When a feature requires a Reflex save DC to avoid the effects, you calculate as follows: Reflex save DC equals 8 + your proficiency bonus + your Dexterity modifier. You start knowing 1 reflex feature:

Spinning Strike

You can spend 1 Point to make an spin attack with your scythe. You move 5 feet in the direction you choose and everyone in a 10 foot range of you must succeed on a Dexterity saving throw against your Reflex save DC or take damage equal to 1d10 + your Dexterity modifier. The damage is slashing.

Cutting Magic

When you cast a spell that deals damage, you can spend 1 reflex point to change the damage type to slashing.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Soul Reaper[edit]

Starting at 5th level, you can make two attacks, instead of one, when you take the Attack action. The number of attacks changes to three when you reach 14th level.

Soul Seeker Tendency[edit]

At 6th level, you decide to seek souls of a specific type of creature. Choose two of the following types of creature: Aberration, Beast, Celestial, Dragon, Fey, Fiend, Giant, Humanoid, Monstrosity or Plant. You add your Wisdom modifier on damage rolls against creatures from the chosen type.

In addition, a Vorpal Strike against a creature from the chosen type deals additional 1d8 damage, to a maximum of 6d8.

Rending Scythe[edit]

Starting at 6th level, your scythe is considered magical, for the purposes of overcoming resistances and immunity to nonmagical damage.

Whirlwind Protection[edit]

At 7th Level, you can rotate your scythe as reaction against ranged attacks, creating a windy spherical area around you. You reduce the damage taken by an amount equal to 1d10 + your Dexterity modifier + your level in this class.

In addition, you can spend 1 reflex point to reduce damage from melee attacks. When you do so, if your reduce the damage taken to 0, you cause damage to that creature equal to the damage reduction.

Savage Flurry[edit]

Starting at 11th level, once in each of your turns when you hit a creature with an attack from your Scythe, you can make one additional attack against the same creature (without requiring an action).

Everything for the Hunt[edit]

At 14th level, you can take the Dash action towards a hostile creature as a bonus action. You must end your movement closer from that creature than when you started.

Scythe Upgrade[edit]

Blood Thirsty Scythe[edit]

Pain and suffering can mold one's character, and for Scythe Masters, can awaken a specific brand of specially cruel magic control. The Blood Thirsty Scythe masters learned to connect to the weave and shape their scythes after suffering a traumatic and violent event. And as such, their power manifests itself in the ability of controlling the life force and the blood found in themselves and in others.

Life Draining

At 1st level, you can siphon the vitality out of your targets. When you hit a creature with your Scythe, you can use your bonus action to suck the life force of your target. When you do so, you deal necrotic damage, instead of slashing, and regain a number of hit points equal to your Wisdom modifier + your level in this class.

You can use this ability three times, and regain your uses of this feature after finishing a long rest.

Thirsty Blade

Starting at 3rd level, whenever you hit a creature with an attack from your scythe, surpassing its AC by 5 or higher, you can use your reaction to sink the blade of your scythe in its flesh, draining its vitality. Doing so grants you temporary hit points equal to Dammage dealt + your Wisdom modifier, that lasts until the start of your next turn. When you have these temporary hit points, the creature you gained them from has disadvantage on attack rolls against you.

Blood Hunger

Whatever Life Steal atack gain 50% more than normal in temporary hit points

In addition, once in each of your turns when you hit a creature your scythe, you can spend all your remaining temporary hit points and add to the damage dealt to a creature.

The die rolled increase to a d8 at 5th level, a d10 at 11th level and a d12 at 17th level.

Blood Coating

Starting at 7th level, you can use your bonus action to draw from your own vitality to create a powerful coating of blood for your scythe that lasts for 1 minute. While this coating is in effect, your attacks deal an additional 2d12 necrotic damage. Once per turn, you can choose to gain half the damage done with an attack coated with your blood as temporary hit points.

You can use this ability once, and you can't use it again until you finish a short rest or until you spend 1 reflex point to do so.

Death Resilience

Starting at 10th level, you gain the ability to withstand the death and necrotic energies. You have resistance to necrotic damage. Moreover, if you are reduced to 0 hit points, you can spend 1 reflex point as a reaction and roll your Blood Hunger die. You regain a number of hit points equal to the number rolled.

In addition, you are immune to any effect that cause you to bleed.

Blood Waterfall

At 15th level,Whatever Bleed effect done by you cause the double of dammage and heal the dammage Dealt

Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend 1 reflex point to do it again.

Blood Angel

At 20th level, you become an avatar of bloodlust. You gain the following benefits, that last for 1 hour:

  • Crimson wings sprout from your back, and grant you a flying speed of 60 feet and +4 Ac.
  • your attacks gain your level multiplied by your wisdom modifier necrotic dammage
  • You gain resistence to all damage type.
  • If you are under half your maximum hit points, you regain a number of hit points equal to your wisdom modifier plus your level in each of your turns.

Once you use this feature, you can't use it again until you finish a long rest.




Prerequisites. To qualify for multiclassing into the Scythe Master class, you must meet these prerequisites: 13 Dexterity, 13 Wisdom

Proficiencies. When you multiclass into the scythe master class, you gain the following proficiencies: simple weapons

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