Reaper

A Class Homebrew Based on final fantasy 14's job made as a supplement to the worlds greatest TTRPG.

Reaper

A tall blonde man walks though a wartorn battlefield in the cover of the night, covered in robes with shades of black and red,he sees his prey standing amongst the warriors still fighting,brandishing his scythe he charges towards the man with a black shade floating behind him.

Closed away in a dungeon a female elf is practicing dark arts long forgotten,being teached by a specter giving her knowledge no one else knows but them.

A Dragonborn stands in a empty street at night being surrounded by multiple thugs, as he raises his hand a specter appears, fighting in tandem with him almost as if they were the same person.

Envoys of Death

Reapers are a unique breed of fighters, it is said that the first Reapers to have surfaced were mere farmers growing up in slave like conditions, until one day they had enough and rose up in protest, taking their farming tools to defend themselves against their opresors. Now a days Reapers have formed guilds and families, serving as mercenaries or assassins, while some others are rebels who have broken away from tradition.

Borrowed Power

Reapers are unique from most other combatants, on top of having unique choice of weaponry, most reapers have a contract with something known as a voidsent, which is believed to be themselves from a corrupted dimension known as the 13th, in simple terms Reapers enter a contract with themselves from another dimension or other entities from the 13th that give them unique abilities.Whether it's themselves or something else from the realm only time will tell as the Reaper grows in strength along his voidsent.

Creating a Reaper

A Reaper could begin his paths in many ways. When creating your Reaper think about what his goals in life are and how he came into the contract with his voidsent, perhaps in a moment of strife and anguish he called out to be saved or protect someone they cared about, or even themselves, perhaps they are an adventurer who seeked power and wanted to become the best in their own way or maybe the contract was forced on them by a family that has served as Reapers for generations, their voidsent could even be the complete opposite of the person they have entered in a contract with. Speak with your DM of what could be the equivalent of a voidsent in their world. Whatever reason made your Reaper set forth, know that they do so with their voidsent companion at their side.Lastly for stats make Strength your highest,followed by constitution and take the haunted one background.

Reaper
Level Proficiency Bonus Features Soul Slice/Soul Scythe uses
1st +2 Void bond,Death's design 0
2nd +2 Fighting Style, Slice,Harpe 0
3rd +2 Reaper Archetype 0
4th +2 Ability Score Improvement, Hell's regress/Ingress 0
5th +3 Extra attack,Waxing Slice 0
6th +3 Soul Slice/Scythe Spinning Scythe 2
7th +3 Archetype Improvement,Blood stalk,Grim swathe 4
8th +3 Ability Score Improvement,Nightmare Scythe 4
9th +4 Gibbet,Gallows,Guillotine 4
10th +4 Enshroud Variations,Infernal Slice 4
11th +4 Arcane circle, Archetype improvement 4
12th +4 Ability Score Improvement, 5
13th +5 Hellgate 5
14th +5 Soulsow (Harvest moon), 5
15th +5 Archetype improvement 5
16th +5 Ability Score Improvement, Communio 6
17th +6 Gluttony 6
18th +6 Death scythe mastery 6
19th +6 Ability Score Improvement, 6
20th +6 Herald Of The End 7

Class Features

As a Reaper, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor, Medium armor
  • Weapons: Simple weapons, Martial Weapons
  • Tools: Disguise Kit

  • Saving Throws: Constitution, Strength
  • Skills: Choose two from Investigation, Arcana, Intimidation, Perception, Persuasion

Equipment

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

  • (a) a Composite Scythe or (b) A martial weapon and a shield
  • (a) five javelins or (b) any simple melee weapon
  • Disguise Kit
  • a Memento given to you by your voidsent companion
  • leather armor or scale mail.
    Unique Weaponry And abilities

    Most Reapers use unique weaponry in the form of scythes and other unconventional weaponry, although some have stayed true to their roots and use more conventional weaponry like swords and axes. Composite scythes deal 1d10 of damage, use your strength modifier and have the reach.heavy and two handed properties.Most of your abilities will also utilize something called a Reaper arts dc, this dc is calculated the following way: 8 + proficiency + Constitution modifier.

    Always remember to discuss with your dm if they would allow this iteration of scythes or if there is anything they would change.

"Man should fight for the joy of it. To live, to eat, to breed— lesser beasts snap and howl at one another for this. Only man has the wisdom and the clarity to embrace violence for its own sake."

Void Bond

At 1st level, you form a contract with a voidsent known as a Void Avatar. Void Avatars are drawn to your location due to massive loss of life, moments of strong emotional struggle or maybe even a moment of desperation where you are seeking power, some void Avatars could also be drawn to you due to your family tree as perhaps your ancestors were once reapers and you follow their legacy, you've formed a contract to borrow power from the voidsent and received a momento from it to symbolize your contract. This avatar will be the one fueling your abilities and empowering you in combat

Death's Design

Death is something that comes for everyone, nobody is safe from it Void Avatars know this better than anyone and teach their reapers where to strike with deadly precision. Starting at 1st level, you gain the ability to see a targets greatest weakness. As a bonus action, choose one creature you can see, for the following minute you are able to strike them with deadly precision. The effect ends early if you die, or you are incapacitated. Until the effect ends, you gain the following benefits:

You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.

Any attack roll you make against the Affected target is a critical hit on a roll of 19 or 20 on the d20.

If the cursed target dies, you regain hit points equal to your reaper level + your Con modifier (minimum of 1 hit point). Starting at 14th level,If the target that is marked dies you may use a bonus action to transfer it to another creature within range

You can’t use this feature again until you finish a short or long rest.

Fighting Style

Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Blind fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of lhe second attack.

Slice

A Reaper's Blade is honed and deadly, you know where to strike to make your opponent bleed. Starting at second level you may use Slice as an Attack action, you add a 1d6 of damage at the cost of a -2 pentalty to your attack roll and gain a stack of Soul gauge

Harpe

Your avatar teaches you how to condense the energy of your soul and use it to attack your enemies. Starting at second level you may use an action to make a ranged spell Attack against a creature that you can see with a range of 60 feet. On a hit, the target takes 1d10 force damage. Constitution is your spell modifier. Aditionally you may spend a point of Soul gauge to add an extra beam of Harpe. Each beam requires a seperate attack roll.

Reaper Archetype

At 3rd level, you choose your focus as a Reaper: Death Blade, The Mimic or Endsinger. Your choice grants you features at 3rd level and again at 7th, 11th and 15th level.

Ability Score Improvements

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.

Hell's Regress/ Hell's Ingress

The void is a space that is not in our own reality and traversing it changes a creature entirely... but Reapers and their Avatars know how to make the best out of traversing the void. Starting at 4th level as a bonus action you may rip open a portal into the void and use it to teleport up to 30 feet in a unocuppied space you can see. You may use this feature an ammount of times equal to your Constitution modifier.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn

Waxing Slice

You learn how to carry through the motion of your strikes, using the full force of your swings to make the most out of your weapon. As an Attack action you may use this ability if you used "Slice" this turn or the previous one,you add 2d6's of damage,impose a -4 to your attack roll and gain a stack of Soul gauge.

Soul Slice/Soul Scythe

An Avatar and his reaper's wounds hurt more than just the physical, they can chip away at your very soul... Starting at level 6, as an action you may expend a use of Soul Slice or Soul Scythe and do an attack that rips at the enemies very being. Soul Slice is a single target while Soul Scythe is an AOE of 5 ft in a circle centered around you. The damage for both of these is 3d8's of force damage, the enemy must make a constituion saving throw vs your Reaper Arts DC, on a failure they take full damage and on a success they only take half, regardless of if the enemy passes or fails the save you automatically gain 5 Soul gauge Stacks. You have a ammount of uses of this ability according to your Reaper level, refer to the chart to see how many uses you have.

Spinning Scythe

You learn how to shift the movement of your weapon and use its motion and range to strike everything around you. Starting 6th level you may use an Attack action to use this ability and strike in 5ft circle centered on you, you use your weapons damage and add a additional D8 of damage. All creatures within range must make a dexterity saving throw against your Reaper Arts DC, Taking full damage on a failed save and half as much on a successful one. If you hit at least 1 creature,you gain a stack of Soul Gauge

Blood Stalk (5 Soul Gauge Stacks)

The link Between an Avatar and his Reaper is always growing, to the point that sometimes they can manifest them into a physical shape. Starting at 7th level you can use an attack action and expend 5 Soul Gauge stacks to preform this ability. You manifest your Avatar and it attacks with its claws a target within 10 feet of you that you can see, the target must make a constitution saving throw vs your Reaper Arts DC, on a filed save they take 4 d8's of Magical necrotic damage, taking half as much on a successful save.You gain a stack of Soul Reaver.Soul reaver stacks are lost if you preform any action that is NOT Gibbet,Gallows or guillotine.

Grim Swathe (5 Soul gauge Stacks)

The void is filled with a rot that is potent enough to corrupt even the mightiest of creatures, Reapers have learned to harness it as their own. Additionally at 7th level you may use a bonus action and consume 5 stacks of Soul Gauge to preform this action. Your avatar looms behind you and lets out a breath of necrotic energy in 15 ft cone, all creatures within that cone must make a Constitution save vs your Reaper Arts Dc or take 3d8's of necrotic damage, taking half as much on a sucessful save. If at least 1 creature was hit,you gain a stack of Soul Reaver.Soul reaver stacks are lost if you preform any action that is NOT Gibbet,Gallows or guillotine.

Nightmare Scythe

The motions of a weapon are a beautiful deadly thing, you've learned how to make yours even deadlier. Starting at 8th level, if you used "Spinning scythe" on your previous or current turn you may use an Attack action to use this ability and strike in 5ft circle centered on you, you use your weapons damage and add an additional D10 of damage. All creatures within range must make a dexterity saving throw against your Reaper Arts DC, Taking full damage on a failed save and half as much on a successful one. If you hit at least 1 creature, regardless on if they fail or pass the save you gain a stack of Soul Gauge.

Gibbet( 1 Soul Reaver Stack)

The essence of the soul can be transformed in many ways, even into deadly strikes. Starting at 9th Level you can use your attack action and a Soul Reaver stack to preform this ability. You strike at an enemy within range enveloping your weapon with a blue aura of energy and dealing 4 d10's of force damage, the target must make a constitution saving throw vs your Reaper Arts Dc and take half as much damage on a successful save.You gain a stack of Shroud.

Gallows (1 Soul Reaver Stack)

A Reaper knows of the ways that were employed in the past to kill in executions and thus he employs them in his art. Aditionally at 9th level you may use an attack action and a Soul Reaver stack to preform this action, additionally if you used Gibbet in this current turn you may use Gallows as part of the attack action provided by extra attack. You lash out at an enemy with your weapon, striking them with the full force of it and enveloping it in a blue aura, dealing 5 d10's of force damage, the target must make a Constitution saving throw vs your Reaper Arts Dc, on a succesful save they take half as much damage.You gain a stack of Shroud.

Guillotine (1 Soul Reaver Stack)

A Guillotine is quick and deadly striking in a wide area, Reapers have made this a part of their art and execute their motions perfectly.Starting At 9th level you may use an attack action and a soul reaver stack to preform this ability, you sweep your weapon in a arc and send out a wave of blue energy, all creatures in a 30 foot cone must make a dexterity saving throw vs your Reaper Arts Dc, on a failed save they take 3d10's force damage taking half as much on a succesful save.You gain a stack of Shroud.

Enshroud (5 Shroud Stacks)

There has always been rumor and speculations that most Voidsent Avatars are actually a mirror to the Reaper that hosts them, that they are the reflection of the Reaper that lives in the void, sometimes, that fine line between Reaper and Avatar is so undistinguishable, that they become one and the same.Starting at 10th level you learn the identity of your Voidsent Avatar and become a host for them to possess your body, as your link with them grows stronger. As a bonus action and at the cost of 5 Shroud stacks, your void avatar appears behind you letting out an ear piercing shriek and bestowing you with a transformation known as "Enshroud". Each Reaper transformation is unique and vastly changes their appearence, depending on what archetype you have chosen your enshroud will behave differently, refer to the subclasses section and see how your Enshroud behaves differently from others, However all Enshrouds share 3 common traits:

1) You gain Temporary Hit points equal to your Reaper level plus Constitution modifier.

2) You gain 10 additional feet of movement

3) You gain 5 Stacks of "Lemures" used to preform specific actions granted by your Enshroud, these are listed in your subclass specifications of Enshroud.

Enshroud lasts for 1 minute or automatically ends when you consume all 5 "Lemures" stacks.

Infernal Slice

The art of combat is beggining to be engraved in your motions, coming to you naturally and letting you envelop your weapons with void energy. Starting 10th level, As an attack action you may use this ability if you used " Waxing Slice" this turn or the previous one,you add a 3d6's of damage,impose a -6 to your attack roll and gain a stack of Soul gauge

Arcane Circle

Sometimes a Reaper cannot accomplish their mission on their own, and so they find ways to empower those around them. Starting at 11th level, you may spend a bonus action to empower every ally within 10 feet of you, they have advantage on their next attack roll. You may only use Arcane circle once per long rest.

Hellgate

Your Link to the Void grows stronger and more versatile. Starting at 13th level Your Hell's regress/Ingress is now 60 feet of range instead of 30 feet.

Soulsow-Harvest Moon

A Reaper uses their weapon as a tool to harvest the souls of their targets, some Reapers took this to heart and made a technique to reap many in one fell swoop. At 14th level you spend an action to imbue your weapon with the energy of your avatar, when preforming this action you gain a stack of Harvest Moon.On your next turn you may spend a bonus action and the harvest moon stack to choose a point within a range of 120 feet and release a wave of energy centered on that point in a 30 foot radius, all creatures in that radius must make a Dexterity save vs your Reaper Arts Dc or take 8d8's of force damage,they take half as much damage on a succesful save.

Communio

A Reaper and an Avatar work in unison, their link becoming stronger as the Reaper polishes their arts, but sometimes the Avatar needs to give their Reapers a push in the right direction. Starting level 16, you gain a unique ability as a part of your Enshroud, You consume All current stacksof Lemures, use your attack action to choose a point within 120 feet that you can see, A blast of pure destruction emanates from the point you have chosen spreading out in a 15 foot radius, all creatures within must make a Con save vs your Reaper Arts Dc, taking 8d10's of Necrotic damage or half as much on a succesful save. Once you cast Communio your Enshroud ends immeadietly after.

Gluttony ( 5 Stacks Soul Gauge)

A voidsent's hunger is something that is not easily quenched, no matter how hard you try. Beggining 17th level you may use 5 Soul gauge stacks and a attack action to use this ability, all creatures within a 10 foot radius centered on you must make a Constitution saving throw vs your Reaper Arts Dc or take 6d6's of necrotic damage, taking half as much on a succesful save. If at least 1 creature was hitgain Two Stacks of Soul Reaver.

Death Scythe Mastery

You have grown used to the motions of your weapons and have become a master of your abilities. Starting at 18th level your Slice,Waxing Slice and Infernal slice now deal d8's instead of d6's. Aditionally,Spinning Scythe and Nightmare scythe now deal a D10 and D12 of damage respectively.

Herald of The End

You have become one with your Avatar and learned how to fully manifest them into the physical plane.Once per long rest as an action you may channel all of your energy to summon forth your avatar alongside you and become an exact replica of your Enshrouded state. Choose a creature within 10 feet of you, it must make a Constitution saving throw vs your Reaper arts Dc or take 20d8's of force damage, as you and your Avatar unleash a variety of your techniques on it, taking half as much on a succesful save. Once this ability is over you automatically enter your Enshrouded State.

Death Blades

Death Blades are Reaper's who have spent most of their lives honing their martial prowess, strenghtening their bond with their avatar to enhance their combative abilities beyond others of their own kind. Death blades are extremely deadly in close quarter combats and are experts at their craft.

Leg Strike (1 soul gauge stack)

Sometimes the best tactic to use is an old fashioned one, As an attack action you may attempt to strike a creatures legs with your weapon, the creature receives damage as normal and if they are Large or smaller must make a Dex or Str Save of the creatures choice vs your Reaper arts dc or fall prone.

Arcane Crest-2 soul gauge stacks

You have learned how to weave the energy around you in a protective manner, as a reaction you consume 2 soul gauge stacks when you are attacked and quickly summon forth a barrier made from the faint magic around you, Add a Plus 3 to your acuntil the end of the round.

Death's Shroud

A Death Blade is a master assassin trained beyond the capabilities of others, and their Enshrouded state perfectly reflects it, once you enter enshroud you gain access to the following abilities:

Void Reaping (1 stack of Lemures): You wrap your weapon with the energy of the void with masterful control, As an attack action you may strike at a creature within range of your weapon, the creature must make a Constitution saving throw vs your reaper arts dc or take 3d8's of Force damage, taking half as much on a successful save.

Cross Reaping(1 stack of Lemures) You follow through with the weight and motion of your weapon, making it faster and deadlier as it gets wrapped in the energies of your shroud. As an attack action you may strike at a creature within range, the creature must make a constitution saving throw vs your reaper arts dc or take 3d8's of Force damage, taking half as much on a successful save. If you used "Void Reaping" before using this action the damage becomes 4d8's

Grim Reaping(1 stack of Lemures) Your shroud not only can be used on yourself, but on others as well. As an attack action you strike out in a 20 foot cone, all creatures inside must make a Con save vs your Reaper Arts dc as you spread out the negative energies of your shroud or take 3d6's of necrotic damage, taking half as much on a succesful save

Immortal Sacrifice

Sometimes to acheive what must be done, sacrifices must be made for the greater good. Starting at 11th level when you utilize your "Arcane Circle", you may roll 4d10s and take necrotic damage equal to the result to utilize Immortal Sacrifice as an action on your next turn. If you do not use it on your next turn, you lose the chance to use it.

Immortal Sacrifice : You Slam your weapon into the ground and lash out in a 100 foot line, letting out a wave of energy as you do, all creatures caught in the line must make a Dexterity save Versus your Reaper arts dc or take 5d8's of necrotic damage, taking half as much on a succesful save. Additionally after using this ability, you gain 5 Stacks of Shroud.

Death Itself

Your connection to your avatar allows you to draw out the full power of your Enshrouded state and make the most out of its damaging capabilities. Starting at 15th level whenever you use Void, Cross or Grim reaping, their damage increases by 2 dies.

The Mimic

It is said that the rumor that a Reaper's avatar being themselves from another reality first started by a man watching a Mimic fight off a horde of enemies on his own, by seemingly creating what was a doppelganger of himself and masterfully fighting in union with it. Mimics are flexible and versatile, what they dont have in power or spell casting they make up for with flexibility and cunning.

Void Puppet

Starting at 3rd level when you take this archetype you gain the ability to summon a weak portion of your void avatar to this plane of existence. It takes the appearence of a floating husk resembling a spirit, with claws and red glowing eyes, hovering 5 feet above the air. On your turns, you may use a bonus action to summon this weak portion of the avatar, it uses the Ghast Sheet from the monster manual with the following modifications. You may use this ability an ammount of times equal to your con mod plus proficiency.

1) The Void avatar does not count as a creature, but as an object, therefore you cannot gain advantage via pincering or any other tactics that would make use of a creature

2) It's walking speed is instead a flying speed.

3) For the purposes of spellcasting,the void avatar counts as a creature.

You may use a bonus action to command the avatar what to do on its turn, if you do not it will automatically move towards and attack the closest hostile creature.

Avatar Projection

Beggining 7th level, your tie to the void sent has grown stronger and you have grown in your mastery over summoning it to this plane, when you utilize the Void puppet ability it now utilizes the "Bodak" monster sheet, with the same adjustments as the void puppet ability, its appearence is more akin to that of a spectral ghost floating.

Mimic Shroud

Starting at 10th level, whenever you use your Enshroud, your avatar is summoned 5 feet from you, without consuming a use of your Void Puppet ability. Additionally, when you are enshrouded your avatar gains access to be able to use the following abilities at the cost of 1 lemure stacks:

Blood Stalk

Grim Swathe

These abilities will not generate the resources they normally do when used by the avatar while Enshrouded, as per usual you must command it with a bonus action on your turn.

True Self

Starting at 11th level you are able to bring out the true shape and form of your Voidsent Avatar. when you use your void puppet ability or Enshroud, your void avatar now appears as their true form, in the shape of a Large sized spectral ghost, it will use the Alhoon Monster sheet with the same modifications as the void puppet ability, additionally its size is large. Additionally the Avatar gains access to Blood stalk, Grim Swathe,Gibbet, Gallows and Guillotine.

Two is better than one

Your link to the avatar has become so strong that it has learned how to mimic you to perfection. Starting at 15th level, when using your Void Puppet ability the avatar now becomes an exact replica of you that is undistinguishable, enemies must make a investigation check vs your stealth to identify which one is you and which one is the avatar, Creatures with true sight Can distinguish between you and the avatar. Additionally the Void avatar now uses Your character sheet and stats, it however does not gain access to your magical items or their effects and does not benefit from your extra attack feature.

Endsinger
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 3 3 3
4th 3 3 3
5th 3 4 4
6th 3 4 4
7th 3 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 4 7 4 3 2
11th 4 8 4 3 3
12th 4 8 4 3 3
13th 4 9 4 3 3 2
14th 4 10 4 3 3 2
15th 4 10 4 3 3 2
16th 5 11 4 3 3 3
17th 5 11 4 3 3 3
18th 5 11 4 3 3 3
19th 6 12 4 3 3 3
20th 6 13 4 3 3 3

The Endsinger

The Avatars hold dark secrets lost to many in the ages past, sometimes Reapers will stray away from the path of martial combat and decide to heed the whispers of their avatars and learn to use these secrets in their favor. Starting at third level when you choose this archetype you improve your combat prowess with the ability to cast spells. You use the Wizard spell list and must take spells from the schools of Necromancy or Evocation

Cantrips

You learn three cantrips of your choice from the wizard+ spell list. You learn another wizard cantrip of your choice at 10th ,16th and 19th level.

Spell Slots

The Endsinger Spellcasting table shows how many spell slots you have to cast your Wizard 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 Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.

Spellcasting Ability

Constitution is your spellcasting ability for your wizard spells, since you learn your spells through the teachings of your avatar and channeling the voids energy. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier.

Spell attack modifier = your proficiency bonus + your Constitution modifier.

Hex of the Void

Additionally at 3rd level, you learn the hex spell from the Warlock spell list and it does not count against your known spells.

Soul Empoweremnt

Starting at 7th level, you may spend one soul gauge point to empower your spells, you raise its spell attack roll by one and any dc throws caused by the spell are increased by 1.

Shroud of the Arcane

Starting at 10th level, whenever you enter your enshrouded state you get the following benefits: When casting your spells you do so as if you have a +1 arcane focus, if you have any pluses to your spells this gets added to them. You also gain the following actions, using Lemures stacks

Necrotic Cast ( X Lemures stack) Whenever you cast a spell when Enshrouded, you may consume a Lemure stack to empower the spell and add Xd8's of necrotic damage to it, X being the ammount of stacks used.

Arcane Shroud ( X lemures Stacks) As an action you may consume a number of Lemure stacks to heal yourself or an ally within 30 feet of you for xd10's, x being the ammount of Lemure stacks used.

Arcane Sigil

Starting at 11th level, whenever you cast a spell you may choose to cast a sigil with it, allowing you to heal for half of the damage dealt by it, you may use this feature an ammount of times equal to your constitution modifier.

The Void Itself (1 Soul gauge stack)

Beginning 15th level the Void Avatar shows you the secrets of a century that has been long gone, as an action on your turns you may rip open a hole to the void and force a creature to make a Charisma saving throw or be sent to the thirteenth, This ability behaves like the "Banishment" spell.

Credits

Art on Cover Page made by WangdaJiul on Reddit

Art on Page 1 made by SquareEnix
Art on Page 2 made by SquareEnix
Art on Page 3 made by LordofOmni on Twitter
Art on Page 4 made by SquareEnix
Art on Page 5 made by Marurun_Kai on Reddit
Art on Page 6 made by Kubo on Twitter
Art on Page 7 made by SquareEnix
Art on Page 8 made by SquareEnix
Art on Page 9 made by SquareEnix
Art on Page 10 made by SquareEnix
Art on Page 11 made by SquareEnix
Art on Page 12 made by SquareEnix
Art on Page 13 made by SquareEnix
Art on Page 14 made by SquareEnix
Art on Page 15 made by SquareEnix
Special thanks to my friends Jackjul and Draconic emperor for helping me with the balancing of the class.