Umbra
2008-11-24, 11:52 AM
I've only finished the powers up to 5th Level, so I put the Class-In-Progress tag. Because of that, I've decided to only put up the 1st level powers until I've finished the heroic tier.
And remember, this is my first attempt at homebrewing, so I don't know if this is good or not.
Role
Striker. You are an intense fighter that has taken one step too far into the dark. With your soul weapon, you strike fear and terror into your good-hearted enemies.
Power Source
Arcane. Granted by the Dark Lords, your powers origin from the wicked magic that drifts across the lands of shadow.
Key Abilities
Intelligence, Strength, Constitution
Armor Proficiencies
Cloth, Leather, Hide, Chain, Scale
Weapon Proficiencies
Simple Light Blades, Military Light Blades, Simple Heavy Blades, Military Heavy Blades
Bonus to Defense
+1 Fortitude, +1 Will
Hit Points at 1st Level
15 + Constitution score
Hit Points per Level
6
Healing Surges per Level
7 + Constitution score
Trained Skills
Arcana. From the list below, choose three more skills trained at 1st level.
Class Skills: Arcana (Int), Dungeoneering (Wis) Endurance (Con), History (Int), Religion (Int), Thievery (Dex)
Build Options
Icewall Reaper, Necrology Reaper
Class Features
Soul Weapon, Soul Guard, Harvester Sweep, Runed Blade
Creating a Reaper
The Reaper has two builds to start with: The Icewall Reaper and the Necrology Reaper. Reapers in general rely on Strength for their attacks, and Intelligence for their powers. A Reaper's powers sometimes require a sacrifice of health; a large Constitution should help with that. A Reaper also benefits from a good Dexterity.
Icewall Reaper
Icewall Reapers lean toward the Defender role. You'll be focusing more on protecting yourself - and the rest of your party - from damage than impaling your enemies. If you choose this build, Constitution should be your primary score; You'll be needing it later on. Strength and Intelligence, for melée attacks and powers, should be your secondary and tertiary scores, respectively.
Necrology Reaper
This build focuses much more on your offensive powers as a Reaper, fully channeling your Striker role. You'll still be doing a lot of melée work, but thanks to your powers, you'll be casting as much as any Wizard that sits in the backline. Strength should be your primary score, as you'll focus on fighting, and Intelligence should be your second. As you'll be casting a lot of powers, a good Constitution should be your tertiary.
Reaper Class Features
Reapers are melée combatants which imbue their weapons with dark rituals and magical runes. A typical Reaper wears a two-handed sword in battle, although one-handed swords and other weapons can be seen frequently.
Soul Weapon
Upon becoming a Reaper, a soul weapon is chosen. A dark ritual is cast upon the weapon, embedding it with a part of your soul. Select one melée weapon you are proficient with that you possess; it becomes your soul weapon. The weapon's Proficiency bonus becomes one-fifth your level, the Enhancement bonus to damage rolls becomes one-sixth your level, and it gains +1d6 damage per tier. If your soul weapon should be damaged or broken, you can spend an extra healing surge while taking an extended rest to restore it to perfect condition. If you do not wield the soul weapon at the start of an encounter, you take a -2 penalty to attack rolls until you have acquired the soul weapon again. Any other creature that wields your soul weapon becomes dazed while wielding it.
Soul Guard
Using the soul guard power, the Reaper can aid allies in mortal peril.
Harvester Sweep
The dark wishes of the Reaper's mind awakens when she stands before an horde of enemies. If you are adjacent to four or more enemies, all adjacent creatures take damage equal to your Strength modifier when you succeed on an attack roll.
Runed Blade
The Reaper's Soul Weapon is imbued with a magical rune designed to improve the Reaper's performance and the channeling of their abilities. There are four kinds of runes;
Ice Runes, Necrotic Runes, Arcane Runes and Force Runes. Upon creating your Reaper, you choose one of these runes. Some of your powers are affected by the runes in your blade.
Cold Rune
When you roll a natural 20 on your attack roll, the soul weapon's damage is considered to be cold damage.
Necrotic Rune
When you roll a natural 20 on your attack roll, gain temporary Hit Points equal to half your Constitution modifier.
Arcane Rune
When you roll a natural 20 on your attack roll, select 1 energy type. The attack target takes a penalty equal to your Intelligence modifier to attack rolls made with a power with the selected energy type until the end of it's next turn.
Force Rune
When you roll a natural 20 on your attack roll, you can slide the target 1 square away from you.
Reaper Powers
Your attack powers are known as imbues. Some of them are designed for the icewall reapers, while others work better for necrology reapers.
Class Features
Soul Guard
Reaper Feature
As the orc swings at your friend with his terrible axe and drops her to the ground, you rise your blade into the air and your friend rises again.
Encounter • Martial, Necrotic
Immediate Reaction Close burst 1
Target: One ally within burst
Trigger: Target's Hit Points are reduced to 0
Effect: Spend a healing surge, but do not gain any Hit Points. The target is stabilized and gains temporary hit points equal to your healing surge value.
You can use this power twice per encounter at 11th level and three times per encounter at 21st level, but not more than once in the same turn.
Level 1 At-Will Imbues
Impaling Strike
Reaper Attack 1
You quickly step past the corpse of a fallen enemy, and move on to the next.
At-Will • Martial, Weapon
Standard Action Melée Weapon
Target: One creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier.
Special: If the attack should reduce the target's Hit Points below 0, shift into the target's position and make a secondary attack.
Secondary Target: One creature
Secondary Attack: Strength vs AC
Hit: 1d4 + Strength modifier.
Defensive Strike
Reaper Attack 1
You use your body to your advantage when you strike out.
At-Will • Martial, Weapon, Necrotic
Standard Action Melée Weapon
Target: One Creature
Attack: Constitution vs AC
Hit: 1[W] + Strength modifier damage.
Increase to 2[W] + Strength modifier at 21st level.
Frostwind Breath
Reaper Attack 1
A cold wind suddenly appears, chilling your enemy to the bone.
At-Will • Cold
Standard Action Close blast 2
Target: All creatures within blast
Attack: Intelligence vs Fort
Hit: 1d4 + Intelligence cold damage.
Cold Rune: Deal an extra 3 cold damage.
Increase to 2d4 + Intelligence at 21st level.
Threatening Charge
Reaper Attack 1
You cry out with all your might, and run at the enemy. The enemy staggers backwards, unsure what to do.
At-Will • Arcane, Necrotic
Standard Action Melee Weapon
Target: One creature within your melee reach.
Attack: Constitution vs Will
Special: You must charge as part of this attack.
Hit: The target is dazed until the end of it's next round.
Level 1 Encounter Imbues
Frostblade
Reaper Attack 1
With a flick of your fingers, your blade is rimmed with a layer of ice.
Encounter • Martial, Cold
Standard Action Melée Weapon
Attack: Strength vs AC
Hit: 2[W]+Strength modifier cold damage.
Miss: Target takes cold damage equal to your Strength modifier.
Cold Rune: If your Intelligence modifier is +6 or higher, once per day, you can use this power as an at-will power.
Dark Deal
Reaper Attack 1
You grin in pain as sharp needles shoot out from the hilt of your blade and drinks your blood. A nearby enemy falls to the ground in agony.
Encounter • Necrotic
Standard Action Melee Weapon
Attack: Constitution vs Fort
Target: One creature
Hit: Inflict 2[W] + Intelligence modifier damage, and target is knocked prone.
Special: Upon using this power, lose Hit Points equal to your surge value.
Terrible Cleave
Reaper Attack 1
Your blade sweeps through flesh and bone alike.
Encounter • Necrotic, Martial
Standard Action Melee Weapon
Attack: Strength vs AC
Target: One creature
Hit: 2[W] + Strength modifier damage.
Special: If the target becomes bloodied by this attack, make a secondary attack.
Secondary Attack: Strength - 4 vs AC
Secondary Target: One creature adjacent to the primary target
Hit: 1d6 + Strength modifier damage.
Vecna's Blade
Reaper Attack 1
Your blade is surrounded by a purple glow, and it roars out a terrible cry. You smile grimly, and slash out.
Standard Action Melee Weapon
Encounter • Necrotic, Weapon, Martial
Attack: Strength vs AC
Target: Two creatures
Hit: 1[W] + Intelligence modifier necrotic damage. If a target's Hit Points are reduced to 0 or lower by this effect, you can spend a healing surge.
Necrotic Rune: The damage is increased to 2[W] + your Intelligence modifier and targets one creature.
Level 1 Daily Imbues
Soulstorm
Reaper Attack 1
Rays of purple light emanate from the edge of your blade. Upon hit, they cause terrible wounds that won't heal.
Standard Action Close burst 1
Daily • Necrotic, Arcane, Weapon
Attack: Intelligence vs Fort
Target: 1d4 creatures in burst
Hit: 2[W]+Intelligence modifier necrotic damage.
Arcane Rune: This power becomes close burst 2 and targets 1d6 creatures in burst.
Chilblains
Reaper Attack 1
The goblin captain screams in terror as his leg turns to ice.
Standard Action Ranged 1
Daily • Cold
Attack: Intelligence vs Ref
Target: One creature within range
Hit: 3[W] + Intelligence cold damage, and the target is stunned (save ends)
Cold Rune: One creature adjacent to the target takes 1d4 + Intelligence modifier cold damage.
Necrotic Leap
Reaper Attack 1
You jump off the ground and strike the werewolf mid-air.
Standard Action Ranged 3
Daily • Necrotic, Weapon
Attack: Strength vs Ref
Target: One creature within range
Hit: 2[W]+Strength modifier damage, and the target is knocked prone.
Special: You can make an Acrobatics check to jump before making the attack.
Shield of Lolth
Reaper Attack 1
By a flicker of your blade, a dark blue shield appears around you and your allies. The foolish soldier that tries to break the barrier is knocked back, touched by frost.
Standard Action Close burst 1
Daily • Arcane
Target: All allies within burst, including you
Effect: Until the end of your next turn, if a target is attacked, the attacker takes 1[W] + your Intelligence modifier cold damage and slides one square in a direction of your choice.
Cold Rune: Add your Intelligence or Constitution modifier, whichever is higher, to the cold damage dealt.
And remember, this is my first attempt at homebrewing, so I don't know if this is good or not.
Role
Striker. You are an intense fighter that has taken one step too far into the dark. With your soul weapon, you strike fear and terror into your good-hearted enemies.
Power Source
Arcane. Granted by the Dark Lords, your powers origin from the wicked magic that drifts across the lands of shadow.
Key Abilities
Intelligence, Strength, Constitution
Armor Proficiencies
Cloth, Leather, Hide, Chain, Scale
Weapon Proficiencies
Simple Light Blades, Military Light Blades, Simple Heavy Blades, Military Heavy Blades
Bonus to Defense
+1 Fortitude, +1 Will
Hit Points at 1st Level
15 + Constitution score
Hit Points per Level
6
Healing Surges per Level
7 + Constitution score
Trained Skills
Arcana. From the list below, choose three more skills trained at 1st level.
Class Skills: Arcana (Int), Dungeoneering (Wis) Endurance (Con), History (Int), Religion (Int), Thievery (Dex)
Build Options
Icewall Reaper, Necrology Reaper
Class Features
Soul Weapon, Soul Guard, Harvester Sweep, Runed Blade
Creating a Reaper
The Reaper has two builds to start with: The Icewall Reaper and the Necrology Reaper. Reapers in general rely on Strength for their attacks, and Intelligence for their powers. A Reaper's powers sometimes require a sacrifice of health; a large Constitution should help with that. A Reaper also benefits from a good Dexterity.
Icewall Reaper
Icewall Reapers lean toward the Defender role. You'll be focusing more on protecting yourself - and the rest of your party - from damage than impaling your enemies. If you choose this build, Constitution should be your primary score; You'll be needing it later on. Strength and Intelligence, for melée attacks and powers, should be your secondary and tertiary scores, respectively.
Necrology Reaper
This build focuses much more on your offensive powers as a Reaper, fully channeling your Striker role. You'll still be doing a lot of melée work, but thanks to your powers, you'll be casting as much as any Wizard that sits in the backline. Strength should be your primary score, as you'll focus on fighting, and Intelligence should be your second. As you'll be casting a lot of powers, a good Constitution should be your tertiary.
Reaper Class Features
Reapers are melée combatants which imbue their weapons with dark rituals and magical runes. A typical Reaper wears a two-handed sword in battle, although one-handed swords and other weapons can be seen frequently.
Soul Weapon
Upon becoming a Reaper, a soul weapon is chosen. A dark ritual is cast upon the weapon, embedding it with a part of your soul. Select one melée weapon you are proficient with that you possess; it becomes your soul weapon. The weapon's Proficiency bonus becomes one-fifth your level, the Enhancement bonus to damage rolls becomes one-sixth your level, and it gains +1d6 damage per tier. If your soul weapon should be damaged or broken, you can spend an extra healing surge while taking an extended rest to restore it to perfect condition. If you do not wield the soul weapon at the start of an encounter, you take a -2 penalty to attack rolls until you have acquired the soul weapon again. Any other creature that wields your soul weapon becomes dazed while wielding it.
Soul Guard
Using the soul guard power, the Reaper can aid allies in mortal peril.
Harvester Sweep
The dark wishes of the Reaper's mind awakens when she stands before an horde of enemies. If you are adjacent to four or more enemies, all adjacent creatures take damage equal to your Strength modifier when you succeed on an attack roll.
Runed Blade
The Reaper's Soul Weapon is imbued with a magical rune designed to improve the Reaper's performance and the channeling of their abilities. There are four kinds of runes;
Ice Runes, Necrotic Runes, Arcane Runes and Force Runes. Upon creating your Reaper, you choose one of these runes. Some of your powers are affected by the runes in your blade.
Cold Rune
When you roll a natural 20 on your attack roll, the soul weapon's damage is considered to be cold damage.
Necrotic Rune
When you roll a natural 20 on your attack roll, gain temporary Hit Points equal to half your Constitution modifier.
Arcane Rune
When you roll a natural 20 on your attack roll, select 1 energy type. The attack target takes a penalty equal to your Intelligence modifier to attack rolls made with a power with the selected energy type until the end of it's next turn.
Force Rune
When you roll a natural 20 on your attack roll, you can slide the target 1 square away from you.
Reaper Powers
Your attack powers are known as imbues. Some of them are designed for the icewall reapers, while others work better for necrology reapers.
Class Features
Soul Guard
Reaper Feature
As the orc swings at your friend with his terrible axe and drops her to the ground, you rise your blade into the air and your friend rises again.
Encounter • Martial, Necrotic
Immediate Reaction Close burst 1
Target: One ally within burst
Trigger: Target's Hit Points are reduced to 0
Effect: Spend a healing surge, but do not gain any Hit Points. The target is stabilized and gains temporary hit points equal to your healing surge value.
You can use this power twice per encounter at 11th level and three times per encounter at 21st level, but not more than once in the same turn.
Level 1 At-Will Imbues
Impaling Strike
Reaper Attack 1
You quickly step past the corpse of a fallen enemy, and move on to the next.
At-Will • Martial, Weapon
Standard Action Melée Weapon
Target: One creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier.
Special: If the attack should reduce the target's Hit Points below 0, shift into the target's position and make a secondary attack.
Secondary Target: One creature
Secondary Attack: Strength vs AC
Hit: 1d4 + Strength modifier.
Defensive Strike
Reaper Attack 1
You use your body to your advantage when you strike out.
At-Will • Martial, Weapon, Necrotic
Standard Action Melée Weapon
Target: One Creature
Attack: Constitution vs AC
Hit: 1[W] + Strength modifier damage.
Increase to 2[W] + Strength modifier at 21st level.
Frostwind Breath
Reaper Attack 1
A cold wind suddenly appears, chilling your enemy to the bone.
At-Will • Cold
Standard Action Close blast 2
Target: All creatures within blast
Attack: Intelligence vs Fort
Hit: 1d4 + Intelligence cold damage.
Cold Rune: Deal an extra 3 cold damage.
Increase to 2d4 + Intelligence at 21st level.
Threatening Charge
Reaper Attack 1
You cry out with all your might, and run at the enemy. The enemy staggers backwards, unsure what to do.
At-Will • Arcane, Necrotic
Standard Action Melee Weapon
Target: One creature within your melee reach.
Attack: Constitution vs Will
Special: You must charge as part of this attack.
Hit: The target is dazed until the end of it's next round.
Level 1 Encounter Imbues
Frostblade
Reaper Attack 1
With a flick of your fingers, your blade is rimmed with a layer of ice.
Encounter • Martial, Cold
Standard Action Melée Weapon
Attack: Strength vs AC
Hit: 2[W]+Strength modifier cold damage.
Miss: Target takes cold damage equal to your Strength modifier.
Cold Rune: If your Intelligence modifier is +6 or higher, once per day, you can use this power as an at-will power.
Dark Deal
Reaper Attack 1
You grin in pain as sharp needles shoot out from the hilt of your blade and drinks your blood. A nearby enemy falls to the ground in agony.
Encounter • Necrotic
Standard Action Melee Weapon
Attack: Constitution vs Fort
Target: One creature
Hit: Inflict 2[W] + Intelligence modifier damage, and target is knocked prone.
Special: Upon using this power, lose Hit Points equal to your surge value.
Terrible Cleave
Reaper Attack 1
Your blade sweeps through flesh and bone alike.
Encounter • Necrotic, Martial
Standard Action Melee Weapon
Attack: Strength vs AC
Target: One creature
Hit: 2[W] + Strength modifier damage.
Special: If the target becomes bloodied by this attack, make a secondary attack.
Secondary Attack: Strength - 4 vs AC
Secondary Target: One creature adjacent to the primary target
Hit: 1d6 + Strength modifier damage.
Vecna's Blade
Reaper Attack 1
Your blade is surrounded by a purple glow, and it roars out a terrible cry. You smile grimly, and slash out.
Standard Action Melee Weapon
Encounter • Necrotic, Weapon, Martial
Attack: Strength vs AC
Target: Two creatures
Hit: 1[W] + Intelligence modifier necrotic damage. If a target's Hit Points are reduced to 0 or lower by this effect, you can spend a healing surge.
Necrotic Rune: The damage is increased to 2[W] + your Intelligence modifier and targets one creature.
Level 1 Daily Imbues
Soulstorm
Reaper Attack 1
Rays of purple light emanate from the edge of your blade. Upon hit, they cause terrible wounds that won't heal.
Standard Action Close burst 1
Daily • Necrotic, Arcane, Weapon
Attack: Intelligence vs Fort
Target: 1d4 creatures in burst
Hit: 2[W]+Intelligence modifier necrotic damage.
Arcane Rune: This power becomes close burst 2 and targets 1d6 creatures in burst.
Chilblains
Reaper Attack 1
The goblin captain screams in terror as his leg turns to ice.
Standard Action Ranged 1
Daily • Cold
Attack: Intelligence vs Ref
Target: One creature within range
Hit: 3[W] + Intelligence cold damage, and the target is stunned (save ends)
Cold Rune: One creature adjacent to the target takes 1d4 + Intelligence modifier cold damage.
Necrotic Leap
Reaper Attack 1
You jump off the ground and strike the werewolf mid-air.
Standard Action Ranged 3
Daily • Necrotic, Weapon
Attack: Strength vs Ref
Target: One creature within range
Hit: 2[W]+Strength modifier damage, and the target is knocked prone.
Special: You can make an Acrobatics check to jump before making the attack.
Shield of Lolth
Reaper Attack 1
By a flicker of your blade, a dark blue shield appears around you and your allies. The foolish soldier that tries to break the barrier is knocked back, touched by frost.
Standard Action Close burst 1
Daily • Arcane
Target: All allies within burst, including you
Effect: Until the end of your next turn, if a target is attacked, the attacker takes 1[W] + your Intelligence modifier cold damage and slides one square in a direction of your choice.
Cold Rune: Add your Intelligence or Constitution modifier, whichever is higher, to the cold damage dealt.