##### Reaper flourish chart by Level
| Level | -Reaper Points Total- | Flourish Name |
|:---:|:---:|:---:|
| 3rd | 3 |Fear the Reaper / Blinded by Blood |
| 7th | 4 |Sweep the Legs / Guillotine Hold|
| 10th | 4 |Compounding Wounds / Rend Health |
| 15th | 5 | Whirlwind / Staggering Soul |
| 18th | 5 | Reckless Slaughter |
| 20th | 6 | Dismember / Absolute Severance |
##### Grim Reaper Weapons
| Name | Cost | Damage | Weight | Properties |
|:---:|:---:|:----|:---:|:---:|
| Hand-Scythe | 5gp | 1D6 | 4lbs | Light, Finesse, Thrown(Range 20-60) |
| Great-Scythe | 10gp | 1D8 | 12lbs | Heavy, Reach, Versatile (1d10) |
| War-Scythe | 20gp | 1D12 | 20lbs | (Requires 20 Strength) Heavy, Reach, Two-Handed |
##### Scythe Facts
Great-Scythe can be thrown with Strength 20. (Range 20-30)
Great-Scythe and War-Scythe are considered Polearms.
\columnbreak
##### The Death God's Ritual
Veteran Warriors speak of a ritual that doesn't require the user to be practical with magic, but to possess an unshakable courage to face Death and not falter. A ritual which will require any type of Scythe, and Sigils written in your own blood in order to Summon a God of Death. Since the summoner has weak magical capabilities, the god of death cannot manifest for too long. which is the key to success to gain the desired result. A single touch, Death can remove a persons Soul. It's this power the God of Death uses to pull your Soul from deep within you, pulls it up to the surface. You must have a Will of Iron to survive long enough. Instantly taking on 5 stages of exhaustion, causing the summoner to lose consciousness and ending the ritual. A couple days later you awake, you can feel your own Aura pouring off you in a stable manner. Although you've always had this power you've never had access to it. Allowing you to manifest your Soul at will, you are now able to cover your Scythe in your Soul's Aura.
\pagebreakNum
## Grim Reaper Archetype
## Overview on --------Reaper Flourishes
You gain new flourishes every Archetype improvement. When you kill a creature or Roll a Critical hit for an attack roll with a Scythe; you may use 1 Reaper Point to perform a Reaper Flourish. Flourishes happen after damage calculation for the attack, as a secondary effect to the same target unless otherwise stated.
##### Reaper Waltz and Flourish
If you kill a creature or you land a Critical hit on a creature and you spend a Reaper Point but the creature died; **Reaper's Waltz** is triggered by the creature's death therefore you may move before executing a *Flourish* Effect.
\columnbreak
### Level 10 Flourishes
* **Compounding Wounds**- This effect is applied as a secondary effect of a Critical Hit. The creature must succeed a Constitution Saving Throw. On a fail: creature takes a 1D10 necrotic damage, and gains 1 *wound*. Target will also gain 1 *wound* at the end of each of their turns, until the *Wounds* condition has been ended. A creature suffering from *wounds* takes 1d10 necrotic damage for each *wound* at the start of their turn. (A creature must use their action to make a medicine check vs your Save DC to end the *Wounds* condition.)
* **Rend Health**- As a bonus action: Your potent Soul Energy fills your Scythe. At the start of your next turn the following effect is applied: All attacks this turn have advantage, Hit Points lost to your weapon’s damage this turn can only be regained through a Short or Long Rest, rather than by regeneration, magic, or any other means.
### Level 15 Flourishes
* **Whirlwind**- This Flourish costs 2 Reaper Points to use. As a bonus action, Spin your Scythe around you as your Soul extends your *reach*. Make a weapon attack roll and apply the result to the AC of all creatures within double your weapon's reach around you. Apply weapon damage to any creature hit by this attack roll.
* **Staggering Soul**- This effect is applied as a secondary effect of the Critical Hit. The target must make a Constitution Saving Throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.
### Level 18 Flourishes
* **Reckless Slaughter**- At the start of your next turn, choose a direction. You charge forward 30ft, you may perform a single weapon attack on each creature that enters your "Scythe's melee range" .
(You may only activate this Flourish once per long rest.)
(Enemies can make opportunity attacks against you.) (Reaper Waltz cannot activate during this movement.) (This uses all of your movement for the turn.)
### Level 20 Flourishes (Bonus)
When you Roll a Natural 20 on a Attack Roll, you may spend a Reaper Point to Roll another D20. Apply One of the following effects:
* **Dismember**- If you Rolled a single Natural 20 on the Attack roll: *You lop off one of the target’s limbs*. If the creature has no limb to sever, you lop off a portion of its body instead. The effect of such loss determined by the GM.
* **Absolute Severance**- If you Rolled both D20s and got both Natural 20s: Your Scythe glows bright with your Soul's energy and the blade extends, *Cut off the head of the creature you targeted*. The cut so clean that it's as if the head was never actually attached to the body to begin with. This Effect inflicts Damage to the Soul more so then the body. (Ethereal Beings are affected by this attack.)
\pagebreakNum
##### Absolute Severance
The head may not be returned to the body to be healed naturally or magically outside the use of a wish spell. This skill does not work if the creature has legendary actions, or doesn't have a head in general.
* If the target is still alive, they take 1 *Stage of Exhaustion*.
\columnbreak
##### Disclaimer
I did not create any of the artwork myself,
*Copyright Disclaimer Under Section 107 of the Copyright Act 1976, allowance is made for "fair use" for purposes such as criticism, comment, news reporting, teaching, scholarship, and research. Fair use is a use permitted by copyright statute that might otherwise be infringing. Non-profit, educational or personal use tips the balance in favor of fair use.*