Grim Apparition^
Contents
You have taken to your task all too well, and are now a force to be reckoned with. You wade out into combat and deliver death to foes.
Instruments of Death
One tool is as good as another to bring death to your enemies, you gain simple and martial weapons proficiency, as well as light, medium, shields and heavy armor proficiency.
Fighting Style
You adopt a particular style of fighting as your specialty. At 3rd level you may 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.
ARCHERY
You gain a +2 bonus to attack rolls you make with ranged weapons.
CLOSE QUARTERS SHOOTER
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.
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.
MARINER
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
PROTECTION
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
TUNNER FIGHTER
You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Extra Attack
At 7th Level you are able to bring down your scythe so swiftly you can attack twice, instead of once, whenever you take the Attack action on your turn.
Rapid Strike
Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.
On a Pale Horse Rides
At 15th level you gain the ability to as an action summon a deathly mount to take you into battle, you cannot be dismounted against your will and have advantage on intimidation checks while mounted. You may summon your mount a number of times equal to your Constitution modifier per long rest.
Deathly Dreadnaught
The power of your mind suffuses your entire being, making you a nigh-unstoppable force on the battlefield. At 20th level, using your reaction when you take damage, you can give yourself the following benefits for 1 minute or until you’re incapacitated:
- At the start of each of your turns, you regain 10 hit points.
- Your walking speed increases by 10 feet.
- If you’re prone, you can stand up by spending 5 feet of movement.
- Each hit with an attack heals you equal to a quarter of the damage done.
You may use this feature a number of times equal to your Constitution modifier per long rest.
Image – https://www.youtube.com/watch?v=xyo7IPLOLpA