Post by Neopoke on Mar 21, 2019 4:14:34 GMT
Dark Knight
Despite what the name and appearance might suggest a dark knight is not inherently evil. A dark knight is a warrior who has tapped into the power of darkness; some of which use it for evil, while many others have utilized this energy for the greater good. This job can be played in many different ways with their main ability being that they can sacrifice their own HP to strengthen their attacks. Playing this job can bring a high risk high reward scenario.
Perks
Dark Knight (Job) - Dark Knights are inherently connected to their inner darkness, harnessing it for either good or evil. A Dark Knight wields the power of both self and external destruction for their goals. Dark Knight infusion spells may not be stacked with the infusion spells of other Jobs.
+80 HP, +35 MP, +40 SP. Dark Knights take half damage from Darkness attacks. +1 AC.
Dark Resistance (T1)
This individual has been steeped in darkness. They gain resistance to dark damage.
Masochist (T2)
For every negative status ailment the black knight suffers from they gain an increase of +1 Tile Movement, and +2 to MDB or PDB.
Bloodthirst (T2)
After three successful melee attacks, the fourth attack restores HP equal to the damage dealt to the target (for that fourth attack only).
Dark Arts (T2)
A Dark Knight is trained not only in drawing out their inner darkness and angst for physical combat, but for runic purposes as well. A Dark Knight with this perk gains access to the 'Dark Arts' ability - as well as up to D Rank Black magic. When casting a Black Magic, Arcane Magic, or General Magic spell - a Dark Knight with this perk may substitute any amount of the Mana cost of the given spell with HP, draining only what is left over from their MP. If at least 5 HP was spent in this way for the spell's cost, that spell is considered a 'Dark Art' - and its damage type is changed to 'Dark' - in addition, any damage it deals is increased by a flat 8.
Blacker than Black (T3)
This individual has been steeped in darkness for so long they have become one with the element and can at times be indistinguishable from it. They absorb all dark damage. Healing half the amount of damage that would have been dealt.
One with the darkness (T3)
This individual truly embodies the title of dark knight. When in the presence of shadow or darkness they are able become one with the darkness causing it to obscure their figure. This makes them almost unseeable except for those with high perception. Although this keeps them from being seen they are still subject to all the other senses. Gain advantage on stealth checks while at night or in a shadowed area. +2 AC whilst within the shadows or at night.
Moxie (T4)
When felling an enemy the dark knight absorbs the hatred into themselves increasing their power. This can be chained between fights, but when the fighting stops the hatred that was gathered fades. +1 stack of moxie for every player killed, +1 stack for every 2 NPCS/Monsters, 1 stack of moxie gives +5 to all damage calculations. Fades after battle.
Dark Magus (T4 Unique)
This individual has taken a different path. They have studied the dark arts, but have learned to wield it with magic instead of martial strength. All dark knight abilities can be cast with their casting stat instead of strength. They gain access to A rank black magic, and can expend HP instead of MP for casting spells (Or any mix of the 2).
Reaper (T4 Unique)
A Reaper is a Dark Knight who has given in entirely to the darkness, and has become a servant of death. This changes the character's primary job to 'Reaper' - and grants access to unique Reaper perks and abilities. The Reaper has mastered the art of death. They can wield the power of darkness reaped from their slain foes in order to deal devastating blows and manifest beings of pure death. Every individual instance of Melee or Magical damage they inflict on a creature gets transferred into them as “Soul” as 5 Soul stacks per.
Sword Saint (T4) (Unique)
A Sword Saint is a Paladin or Dark Knight who has fully embraced the duality of light and darkness - good, and evil. They live between these principles, and adhere to the blade - and the raw principle of justice above all else. A Sword Saint is able to mix Holy and Dark magic, and infuse their weapon with this combined and potent energy source, granting them access to Sword Saint perks and abilities.
Note: This changes your primary job to 'Sword Saint'. Grants +10 HP, +10 MP, +10 SP, and +2 WIS, CHA, and STR. Requires Paladin or Dark Knight as main job, and Paladin or Dark Knight as sub job in combination.
Reaper (T4 Unique)
A Reaper is a Dark Knight who has given in entirely to the darkness, and has become a servant of death. This changes the character's primary job to 'Reaper' - and grants access to unique Reaper perks and abilities. The Reaper has mastered the art of death. They can wield the power of darkness reaped from their slain foes in order to deal devastating blows and manifest beings of pure death. Every individual instance of Melee or Magical damage they inflict on a creature gets transferred into them as “Soul” as 5 Soul stacks per.
Sword Saint (T4) (Unique)
A Sword Saint is a Paladin or Dark Knight who has fully embraced the duality of light and darkness - good, and evil. They live between these principles, and adhere to the blade - and the raw principle of justice above all else. A Sword Saint is able to mix Holy and Dark magic, and infuse their weapon with this combined and potent energy source, granting them access to Sword Saint perks and abilities.
Note: This changes your primary job to 'Sword Saint'. Grants +10 HP, +10 MP, +10 SP, and +2 WIS, CHA, and STR. Requires Paladin or Dark Knight as main job, and Paladin or Dark Knight as sub job in combination.
Negative Aura (T5 Requires Moxie)
When the dark knight has absorbed hatred an aura of negativity is created around them. Anyone within a tile radius of the user will slowly have their Mana damaged. This degrades the body of the Dark Knight, but also does so to anything around it - as a double edged sword.
(When active, Dark Knight takes 10 dark damage per turn, but deals 10 dark damage per stack of moxie to all creatures of their choice within 6 tiles per turn.)
Blood Weapon (E)
This individual can cut themselves with their own blade allowing the blood to form a spiritual connection with the user. The more blood they spend, the more pleased their weapon becomes - and the more fierce in turn. This grants +4 extra damage to physical attacks for every 10 HP spent on activation ; to a maximum amount of stacks equal to the user's CON mod. These stacks are referred to as 'Dark' stacks.
(Lasts 5 turns.)
(Lasts 5 turns.)
Dark Cannon(D)
Fire orbs of darkness that swirl forward and back to the user, which grab at a target's soul in order to drag them closer with a dark, magnetic force when successfully landed.
(Damage: 1d6+STR dark | 5 Tile range, prompts a fortitude save of (12+Rank Bonus+STR), dealing full damage and pulling the target towards the caster by 2 tiles on a failure, or half damage on a success. - 10 Mana)
Blazing Blood (D)
As a bonus action the user heats their blood with dark energy to the point it is boiling. When this ability is active and they receive damage through physical attacks they receive an additional 1d8 damage. Upon taking damage, targets within a 3 tile radius around the user also take 2d6 dark damage from the boiling blood. Lasts until deactivated.
(Costs 10 Mana per turn to sustain.)
(Costs 10 Mana per turn to sustain.)
Soul Eater (C)
The user surrounds their weapon in an aura of darkness being fed by their own life force. This increases the attack power of the weapon drastically. Adds +1 to hit, and 2d4 Darkness damage to standard attacks per 10 HP consumed.
(-10 HP, up to -20.)
(-10 HP, up to -20.)
Dark Flame (C)
While a weapon is under the effect of Blood Weapon you may stab the ground, causing black flames to erupt from the ground which causes a chain reaction of eruptions that travel towards a target. Upon reaching the target make an attack roll.
(Damage: Weapon Damage + 4d4 Dark | Weapon Attack roll, max range of 6 tiles. This deals 1d6 additional Fire damage per Dark stack, consuming them. -30 Mana.)
(Damage: Weapon Damage + 4d4 Dark | Weapon Attack roll, max range of 6 tiles. This deals 1d6 additional Fire damage per Dark stack, consuming them. -30 Mana.)
Salt the Earth (C)
The dark knight cuts themselves spewing black blood around the area immediately around them. The area turns a sickly black and seeps miasma. Any creature standing in the area at the beginning of their turn takes 1d6 dark damage. Can be increased by 1d6 up to a maximum of 5d6 per 10 HP spent by the caster. Lasts for 5 turns and covers a 5tile radius around the user.
(-10 HP, up to 50.)
(-10 HP, up to 50.)
Dark Nebula (B)
The user holds out their hand using their life force to create a ball of dark Mana. The ball is then thrown it then expands upon hitting the ground forming a large globe that draws people towards it before exploding releasing the Mana in a shockwave that attacks the targets life force directly.
(Damage: 5d10+WIS dark damage | Targets a 3x3 AoE within 7 tiles of the caster, prompting a Fortitude saving throw (DC 13+Rank Bonus+WIS). On a failure, draw affected creatures to the center, and deal full damage. On a success, take half damage. Dark Nebula deals 1d10 additional damage per Moxie stack when casted. -40 mana.)
Soul Render (B)
As a bonus action the dark knight uses their built up negative Mana to surround their weapon in a dark Mana that extends along the weapon into a long blade. The blade of Mana can be swiped at an enemy with the ability to transfer some of the targets life force into the user although being costly to sustain. Weapon attacks heal the user for half the amount dealt. Extends weapon range by 5ft.
(-10 mana per turn while active.)
(-10 mana per turn while active.)
See you in Hell (A)
When the user is about to be killed, they muster what little life force they have along with the negative emotions brought about by death, and send out a shock wave of Mana that deals high magical damage lashing at the targets soul in an attempt at bringing them down with the dark knight. This is used as an incidental action, and requires the target player to have not only dealt a direct and literal killing blow to the Dark Knight through a spell or attack roll, and for the target of See you in Hell killed to be below 40% HP. Automatically kills the person who kills the user as long as they have the mana left to cast the spell, and they are within a 2 tile radius.
(-120 Mana)
(-120 Mana)
Sanguine Cross (A)
The user of this technique draws on their Blood Arts to generate immense pressure around their weapon. They then stab it forth into the ground, and send dark pulsations in a cross pattern around their body - tearing the ground asunder, and threatening to obliterate creatures in its path with dark power.
(Damage: Weapon Damage + 3d12+STR | 5 tile line in a cross centered on the caster, prompts a Reflex saving throw (DC 15+Rank Bonus+STR) ; dealing half on a successful save. On a failure, the target creature takes 1d12 additional dark damage for every dark stack on the user's weapon, expending those stacks. -80 Mana.)
(Damage: Weapon Damage + 3d12+STR | 5 tile line in a cross centered on the caster, prompts a Reflex saving throw (DC 15+Rank Bonus+STR) ; dealing half on a successful save. On a failure, the target creature takes 1d12 additional dark damage for every dark stack on the user's weapon, expending those stacks. -80 Mana.)
Mark of Darkness (S)
The user surrounds their weapon with a pitch black aura completely obscuring the blade. The user then performs a powerful thrusting attack at the targets hearts. On a successful strike the blade will leave behind its aura creating a black outline around the targets heart, thus marking them. Make a standard attack roll dealing 10d8 dark damage. Target is rendered weak to dark element for 5 turns. Target receives 1d10 dark damage over 5 turns.
(-100 Mana)
(-100 Mana)
Zeal (S)
The dark knight knows how to embody the ethereal power of shadows. Using their magic they can make their body intangible for only a second, and this is decently draining. As a reaction, makes the user invulnerable for a single round upon use,
(-100 Mana.)
---Sword Saint---
Dusk Knight (T3)
This Sword Saint is attuned to the darkness. A Sword Saint trained as a Dusk Knight is empowered by the darkness. Whenever damaging a creature with 'Dark' damage - the Dusk Knight restores 5 MP and Stamina to themselves.
Dawn Knight (T3)
This Sword Saint is attuned to the light. A Sword Saint trained as a Dawn Knight is empowered by the light. Whenever damaging a creature with 'Holy' damage - the Dawn Knight restores 10 HP to themselves.
Twilight Knight (T3)
This Sword Saint is attuned to true karmic justice. A Sword Saint trained as a Twilight Knight is empowered by balance. Whenever damaging a creature with 'Psychic' damage - the Dawn Knight gains a 'Karma' stack. While Karma stacks are active, they may choose to expel them when taking damage. If they do so, the creature who damaged them takes 2d6 damage which may not be reduced as retribution.
----Swordplay----
Crush Armor (B)
A Melee weapon attack, which if successful is capable of disabling armor of a lower metal tier than the weapon used on hit, for 3 rounds.
(-50 Stamina.)
Crush Weapon (B)
A Melee weapon attack, which if successful is capable of disabling a weapon of a lower metal tier than the weapon used on hit, for 3 rounds.
(-50 Stamina.)
Crush Accessory (B)
A Melee weapon attack, which if successful is capable of disabling a singular accessory of the attacker's choice for 3 rounds.
(-50 Stamina.)
Duskblade (B)
A Melee weapon attack, which is imbued with dark magic. It's capable of drawing the magical energy out of a target, restoring MP equal to half of the damage dealt. This also changes the damage from physical to Dark.
(Damage: Weapon Damage + 1d12, -30 Stamina.)
Shadowblade (B)
A Melee weapon attack, which is imbued with dark magic. It's capable of drawing the magical energy out of a target, restoring HP equal to half of the damage dealt. This also changes the damage from physical to Dark.
(Damage: Weapon Damage + 1d12, -30 Stamina.)
Judgement Blade (B)
A Melee weapon attack, which is imbued with holy magic. It's capable of dealing tremendous holy damage. Changes the weapon's base damage to holy. The blade is extended by a holy beam of light, granting 2 extra tiles of range.
(Damage: Weapon Damage + 2d12, -30 Stamina.)
Cleansing Strike (B)
A Melee weapon attack, which is imbued with cleansing holy magic. It's capable of dispelling positive status effects, applying 'Dispel' on hit. Changes damage to holy damage.
(Damage: Weapon Damage + 1d10, -30 Stamina.)
Northswain Strike (B)
A Melee weapon attack, which is imbued with penetrative holy magic. This extends a holy blade in the shape of the wielded weapon, to stab a target creature, ignoring defenses and gaining extra range. Changes damage to holy damage.
(Damage: Weapon Damage + 1d10 | Ignores 20 damage reduction. 3 tile range, -30 Stamina.)
Hallowed Bolt (B)
A Melee weapon attack, which is imbued with holy thunder. Make a normal weapon attack roll, then a Hallowed Bolt roll immediately after. Hallowed Bolt's damage is lightning damage - the initial weapon attack roll's damage is holy damage. If the Hallowed Bolt roll hits the target, it inflicts 'Paralyze'.
(Damage: Weapon Damage + 1d10, -50 Stamina.)
Shadowflame Blade (B)
A Melee weapon attack, which is imbued with cursed flames. Make a normal weapon attack roll, then a Shadowflame Blade roll immediately after. Shadowflame Blade's damage is fire damage - the initial weapon attack roll's damage is dark damage. If the Shadowflame Blade roll hits the target, it inflicts 'Burn'.
(Damage: Weapon Damage + 1d10, -50 Stamina.)
Twilight Blade (B)
A Melee weapon attack, which is imbued with karmic power - attacking the very soul. A target hit by this attack has their essence sapped, restoring SP equal to half the damage dealt to the user. The attack's damage is Psychic damage.
(Damage: Weapon Damage + 1d20, -50 Mana.)
Sunset Severance (B)
A Melee weapon attack, which is imbued with a karmic chill. Make a normal weapon attack roll, then a Sunset Severance roll immediately after. Sunset Severance's damage is ice damage - the initial weapon attack roll's damage is Psychic damage. If the Sunset Severance roll hits the target, they are inflicted with 'Heavy'.
(Damage: Weapon Damage + 1d10, -50 Mana.)
Divine Ruination (A)
A Melee weapon attack, which is imbued with immense holy power. Upon striking the target with Divine Ruination, the target is inflicted with 'Silence' and 'Slow'.
(Damage : Weapon Damage + 2d20, -80 Stamina.)
Apocalypse Strike (A)
A Melee weapon attack, which is imbued with immense corruptive power. Upon striking a target with Apocalypse Strike, the target is inflicted with 'Blind' and 'Weakness'.
(Damage: Weapon Damage + 2d20, -80 Stamina.)
Eclipse Blade (S)
The penultimate Sword Saint ability. It acts as a Melee weapon attack, which is imbued with immense karmic power. The blade is extended in a massive stream of karmic mana. The range is increased due to the massive size of the blade. When a target is struck by this blade, they are inflicted with Burn, Poison, and Bleed.
(Damage: Weapon Damage + 3d12, -120 Stamina.)
--Reaper Abilities--
Shadow of Death (D)
As a bonus action, after making a successful melee attack, you may mark the target of the attack with the mark of death. While the mark of death is active, attacks made to that target by the user gain a bonus 1d8 dark damage, and generate an additional 5 soul per instance of damage dealt to that target. Only one individual can be marked at a time.
(-10 mana per turn to sustain.)
Rending Slice (C)
The user imbues their weapon with a sanguine red aura, radiating brightly. They then swing their weapon in an arc, releasing a blade of sharp blood at a target creature. On a successful hit, this projectile inflicts 'Bleed' on the target.
(Damage: Weapon Damage + 1d12+WIS | Ranged Weapon attack roll, 5 Tile range, 3 Tile Wide projectile. -30 Mana.)
Infernal Slice (C)
The user imbues their weapon with a sinister aura, making an overhead swing bringing their weapon down onto an opponent slicing them across their body.
(Deals weapon damage + 1d8 dark damage, and generates 10 bonus soul on hit. -30 mana.)
Blood Stalk (C)
As a bonus action, after making a successful melee attack expend Soul to summon an avatar of darkness to slice at the target with blood soaked claws.
(Deals an automatic 2d10 slashing damage if target is suffering from [Bleed], does 0 damage otherwise - drain 1d20 HP from the target if damage is dealt ; transferring it into soul instead of health. -20 soul.)
Nightmare Slice (B)
The user imbues their weapon with a fierce, and dark miasmic energy before swinging it around them as they bring their feet together like a top, allowing the weapon's movement to carry them - this releases a nova like tornado of dark energy that cuts at opponents in range within their path of movement.
(Damage: Weapon Damage + 1d12+WIS dark damage. | 3x3 AoE centered around user - user may move up to 4 tiles, dragging the AoE with them. Prompts a reflex saving throw (DC 15+Rank Bonus+DEX), dealing damage on a failure or none on a success. Generates 5 soul per target hit. -40 mana.)
Grim Swath (B)
The user summons their avatar of darkness, and it begins summoning forth bio-corruptive energy. The avatar then coughs out a plume of degrading energy, spreading the vile miasma in a cone in front of it.
(Damage: 4d8+WIS | 3 tile cone, prompts a Fortitude saving throw DC [12+Rankbonus+WIS] deals full damage and inflicts 'Poison' on a failure, deals half damage on a success.- 50 soul.)
Gluttony (B)
The user summons their avatar of death, using it to create a glyph of malicious magic on the ground in range. The glyph activates shortly after, firing black beams of energy upwards which drain those who are unable to resist of their strength. Targets in the AoE must make a fortitude saving throw or take immense darkness damage and possibly suffer 'Weakness'. This ability is particularly effective on creatures who are already weakened, as it saps them of their strength more effectively.
(Damage: 5d12+WIS Darkness | 3x3 AoE, 6 tile range, Fortitude saving throw, DC [14+Rankbonus+WIS] Full Damage + Weakness on failure | Half damage on save. Additional 1d12 damage on creatures with 'Weakness' status effect. -80 soul.)
Enshroud (A)
The reaper offers their body as a vessel for the avatar of darkness letting it completely take control. While under the effects of enshroud the user has red eyes and takes on a sinister red aura. Dark damage heals them rather than damages them, they gain immunity to drain effects, and gain 1d12 bonus dark damage to every melee attack they make. While Enshroud is active, you may double the 'dark' type damage of an attack up to 3 times per encounter. While enshrouded the user can expend soul in place of HP when suffering an attack. While Enshroud is active, instead of gaining 5 Soul per instance of damage dealt ; they gain 10.
(-20 soul per turn of duration, must spend a minimum of 60 on activation.)
(-100 Mana.)
---Sword Saint---
Dusk Knight (T3)
This Sword Saint is attuned to the darkness. A Sword Saint trained as a Dusk Knight is empowered by the darkness. Whenever damaging a creature with 'Dark' damage - the Dusk Knight restores 5 MP and Stamina to themselves.
Dawn Knight (T3)
This Sword Saint is attuned to the light. A Sword Saint trained as a Dawn Knight is empowered by the light. Whenever damaging a creature with 'Holy' damage - the Dawn Knight restores 10 HP to themselves.
Twilight Knight (T3)
This Sword Saint is attuned to true karmic justice. A Sword Saint trained as a Twilight Knight is empowered by balance. Whenever damaging a creature with 'Psychic' damage - the Dawn Knight gains a 'Karma' stack. While Karma stacks are active, they may choose to expel them when taking damage. If they do so, the creature who damaged them takes 2d6 damage which may not be reduced as retribution.
----Swordplay----
Crush Armor (B)
A Melee weapon attack, which if successful is capable of disabling armor of a lower metal tier than the weapon used on hit, for 3 rounds.
(-50 Stamina.)
Crush Weapon (B)
A Melee weapon attack, which if successful is capable of disabling a weapon of a lower metal tier than the weapon used on hit, for 3 rounds.
(-50 Stamina.)
Crush Accessory (B)
A Melee weapon attack, which if successful is capable of disabling a singular accessory of the attacker's choice for 3 rounds.
(-50 Stamina.)
Duskblade (B)
A Melee weapon attack, which is imbued with dark magic. It's capable of drawing the magical energy out of a target, restoring MP equal to half of the damage dealt. This also changes the damage from physical to Dark.
(Damage: Weapon Damage + 1d12, -30 Stamina.)
Shadowblade (B)
A Melee weapon attack, which is imbued with dark magic. It's capable of drawing the magical energy out of a target, restoring HP equal to half of the damage dealt. This also changes the damage from physical to Dark.
(Damage: Weapon Damage + 1d12, -30 Stamina.)
Judgement Blade (B)
A Melee weapon attack, which is imbued with holy magic. It's capable of dealing tremendous holy damage. Changes the weapon's base damage to holy. The blade is extended by a holy beam of light, granting 2 extra tiles of range.
(Damage: Weapon Damage + 2d12, -30 Stamina.)
Cleansing Strike (B)
A Melee weapon attack, which is imbued with cleansing holy magic. It's capable of dispelling positive status effects, applying 'Dispel' on hit. Changes damage to holy damage.
(Damage: Weapon Damage + 1d10, -30 Stamina.)
Northswain Strike (B)
A Melee weapon attack, which is imbued with penetrative holy magic. This extends a holy blade in the shape of the wielded weapon, to stab a target creature, ignoring defenses and gaining extra range. Changes damage to holy damage.
(Damage: Weapon Damage + 1d10 | Ignores 20 damage reduction. 3 tile range, -30 Stamina.)
Hallowed Bolt (B)
A Melee weapon attack, which is imbued with holy thunder. Make a normal weapon attack roll, then a Hallowed Bolt roll immediately after. Hallowed Bolt's damage is lightning damage - the initial weapon attack roll's damage is holy damage. If the Hallowed Bolt roll hits the target, it inflicts 'Paralyze'.
(Damage: Weapon Damage + 1d10, -50 Stamina.)
Shadowflame Blade (B)
A Melee weapon attack, which is imbued with cursed flames. Make a normal weapon attack roll, then a Shadowflame Blade roll immediately after. Shadowflame Blade's damage is fire damage - the initial weapon attack roll's damage is dark damage. If the Shadowflame Blade roll hits the target, it inflicts 'Burn'.
(Damage: Weapon Damage + 1d10, -50 Stamina.)
Twilight Blade (B)
A Melee weapon attack, which is imbued with karmic power - attacking the very soul. A target hit by this attack has their essence sapped, restoring SP equal to half the damage dealt to the user. The attack's damage is Psychic damage.
(Damage: Weapon Damage + 1d20, -50 Mana.)
Sunset Severance (B)
A Melee weapon attack, which is imbued with a karmic chill. Make a normal weapon attack roll, then a Sunset Severance roll immediately after. Sunset Severance's damage is ice damage - the initial weapon attack roll's damage is Psychic damage. If the Sunset Severance roll hits the target, they are inflicted with 'Heavy'.
(Damage: Weapon Damage + 1d10, -50 Mana.)
Divine Ruination (A)
A Melee weapon attack, which is imbued with immense holy power. Upon striking the target with Divine Ruination, the target is inflicted with 'Silence' and 'Slow'.
(Damage : Weapon Damage + 2d20, -80 Stamina.)
Apocalypse Strike (A)
A Melee weapon attack, which is imbued with immense corruptive power. Upon striking a target with Apocalypse Strike, the target is inflicted with 'Blind' and 'Weakness'.
(Damage: Weapon Damage + 2d20, -80 Stamina.)
Eclipse Blade (S)
The penultimate Sword Saint ability. It acts as a Melee weapon attack, which is imbued with immense karmic power. The blade is extended in a massive stream of karmic mana. The range is increased due to the massive size of the blade. When a target is struck by this blade, they are inflicted with Burn, Poison, and Bleed.
(Damage: Weapon Damage + 3d12, -120 Stamina.)
--Reaper Abilities--
Shadow of Death (D)
As a bonus action, after making a successful melee attack, you may mark the target of the attack with the mark of death. While the mark of death is active, attacks made to that target by the user gain a bonus 1d8 dark damage, and generate an additional 5 soul per instance of damage dealt to that target. Only one individual can be marked at a time.
(-10 mana per turn to sustain.)
Rending Slice (C)
The user imbues their weapon with a sanguine red aura, radiating brightly. They then swing their weapon in an arc, releasing a blade of sharp blood at a target creature. On a successful hit, this projectile inflicts 'Bleed' on the target.
(Damage: Weapon Damage + 1d12+WIS | Ranged Weapon attack roll, 5 Tile range, 3 Tile Wide projectile. -30 Mana.)
Infernal Slice (C)
The user imbues their weapon with a sinister aura, making an overhead swing bringing their weapon down onto an opponent slicing them across their body.
(Deals weapon damage + 1d8 dark damage, and generates 10 bonus soul on hit. -30 mana.)
Blood Stalk (C)
As a bonus action, after making a successful melee attack expend Soul to summon an avatar of darkness to slice at the target with blood soaked claws.
(Deals an automatic 2d10 slashing damage if target is suffering from [Bleed], does 0 damage otherwise - drain 1d20 HP from the target if damage is dealt ; transferring it into soul instead of health. -20 soul.)
Nightmare Slice (B)
The user imbues their weapon with a fierce, and dark miasmic energy before swinging it around them as they bring their feet together like a top, allowing the weapon's movement to carry them - this releases a nova like tornado of dark energy that cuts at opponents in range within their path of movement.
(Damage: Weapon Damage + 1d12+WIS dark damage. | 3x3 AoE centered around user - user may move up to 4 tiles, dragging the AoE with them. Prompts a reflex saving throw (DC 15+Rank Bonus+DEX), dealing damage on a failure or none on a success. Generates 5 soul per target hit. -40 mana.)
Grim Swath (B)
The user summons their avatar of darkness, and it begins summoning forth bio-corruptive energy. The avatar then coughs out a plume of degrading energy, spreading the vile miasma in a cone in front of it.
(Damage: 4d8+WIS | 3 tile cone, prompts a Fortitude saving throw DC [12+Rankbonus+WIS] deals full damage and inflicts 'Poison' on a failure, deals half damage on a success.- 50 soul.)
Gluttony (B)
The user summons their avatar of death, using it to create a glyph of malicious magic on the ground in range. The glyph activates shortly after, firing black beams of energy upwards which drain those who are unable to resist of their strength. Targets in the AoE must make a fortitude saving throw or take immense darkness damage and possibly suffer 'Weakness'. This ability is particularly effective on creatures who are already weakened, as it saps them of their strength more effectively.
(Damage: 5d12+WIS Darkness | 3x3 AoE, 6 tile range, Fortitude saving throw, DC [14+Rankbonus+WIS] Full Damage + Weakness on failure | Half damage on save. Additional 1d12 damage on creatures with 'Weakness' status effect. -80 soul.)
Enshroud (A)
The reaper offers their body as a vessel for the avatar of darkness letting it completely take control. While under the effects of enshroud the user has red eyes and takes on a sinister red aura. Dark damage heals them rather than damages them, they gain immunity to drain effects, and gain 1d12 bonus dark damage to every melee attack they make. While Enshroud is active, you may double the 'dark' type damage of an attack up to 3 times per encounter. While enshrouded the user can expend soul in place of HP when suffering an attack. While Enshroud is active, instead of gaining 5 Soul per instance of damage dealt ; they gain 10.
(-20 soul per turn of duration, must spend a minimum of 60 on activation.)