Page 8 - Homebrew D&D 5e Characters
P. 8

Reaper of Omen

           Reapers of  Omen are unwavering in even the most difficult
           circumstances, as they believe that fate is what guides them.
           When they receive a mark from their deity, the only possible
           outcome is for that target to pass into the afterlife by their
           hand, or a different reaper.  When it has been foretold that the
           mark's time has come, no one is able to question fate.
           Reaper's Boon (Omen)
           Upon gaining 2nd level, you can grant yourself a bonus
           against an incoming attack that fate foretold was coming.
            When you are targeted with an attack, you can use your
           reaction to gain a +3 bonus to AC until the start of your next
           turn, including against the triggering attack. Regardless of
           whether the attack hits you or not, you may also move up to
           half of your movement as part of this reaction. This
           movement does not provoke attacks of opportunity against
           you, as you foresee any such obstacles while traveling the
           path to your desired location.
            You can use this feature a number of times equal to your
           Charisma modifier (a minimum of once).  You regain
           expended uses when you finish a long rest.
           Reaper's Mark (Omen)

           When you take this contract at 2nd level, you gain the  Writ of
           Prophecy Reaper's Mark ability.
            Wr i t   o f   P r o p h e c y.  As a bonus action, you can utter a writ
           of prophecy against a creature you can see within 60 feet of
           you, requesting your deity to place a Reaper's Mark upon it
           for 1 minute.  While the mark is active, all of your melee
           weapon attacks against the target are made with advantage.
           If a target under this effect dies, it can’t become undead.
            Additionally, while the Reaper's Mark is active, your deity
           guides ever y move you make.  You roll with advantage on
           ability checks and saving throws for the duration.  You do not
           gain this bonus if you have a shield equipped.
            Once you use this feature, you must finish a short or long
           rest before you can use it again.
           Shroud of Disdain
           Beginning at 7th level, whenever a hostile creature within 5
           feet of you must make a saving throw, the creature must
           subtract a number equal to your  Charisma modifier (a
           minimum of one).
            As an action, you may extend the radius of your Shroud of
           Disdain to 30 feet centered on you, affecting all creatures of
           your choosing within range until the start of your next turn.
           Dark Embrace

           Beginning at 15th level, you can use a bonus action to cover
           an area in shadows, causing a magical darkness to spread
           from a point you choose within 60 feet to fill a 15-foot-radius
           sphere.  You can see through the darkness created by this
           ability.
            Once you use this feature, you can't use it again until you
           finish a long rest.
           Improved Shroud of Disdain
           At 18th level, your Shroud of Disdain causes creatures to
           subtract a number equal to your  Charisma modifier (a
           minimum of one) from their attack rolls as well.




     8
   3   4   5   6   7   8   9   10   11   12   13