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The Reaper's Toll Rare Magic Martial Two-Handed Melee Weapon
ReapHit enemies at 180°. While infused with Necrotic Divine Strike, cast on them Chill Touch and Toll the Dead.
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Explainer - Inspiration: Diablo 2 (The Reaper's Toll), Divinity Original Sin 2 (Divinity, Reaper's Coast)
- Hit at 180°: Multi-Attack
- Melee Attack: Synergy with Divine Strike and Channel Divinity: Touch of Death.
- Necrotic Divine Strike: Prerequisite: 8th level Death Domain Cleric (Multiclass is fine).
- Chill Touch: Additional damage. Enemies hit no longer heal.
- Toll the Dead: Additional damage. « The sound of a dolorous bell fills the air around it for a moment ».
- Chill Touch, Toll the Dead: Necrotic damage: Synergy with Inescapable Destruction. As a cantrip, triggers Reaper (AoE). As a Necromancy spell, triggers Improved Reaper (17th level).
- Hit at 180° + Reaper: Multi-Reaper (Multi-AoE): Very powerful if the player groups enemies before.
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InspirationThe Reaper's TollPolearm Class
The Reaper's Toll is a unique Thresher in Diablo II: Lord of Destruction.
Although its damage may not be as high as other weapons, the Reaper's Toll bestows some effective bonuses.
https://diablo.fandom.com/wiki/The_Reaper%27s_Toll--
Reaper's CoastReaper's Coast is a location in Divinity: Original Sin 2.
Reaper's Coast is considered to be the largest map that is in the game and is the next location after The High Seas.
Players will need to complete the main quest: Powerful Awakening.
https://divinityoriginalsin2.wiki.fextralife.com/Reaper's+Coast--
Cleric: Death DomainBonus Proficiency
When you choose this domain at 1st level, you gain proficiency with martial weapons.
Reaper
At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.
Channel Divinity: Touch of Death
Starting at 2nd level, you can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.
Inescapable Destruction
Starting at 6th level, your ability to channel negative energy becomes more potent. Necrotic damage dealt by your cleric spells and Channel Divinity options ignores resistance to necrotic damage.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an a 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Improved Reaper
Starting at 17th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.
http://dnd5e.wikidot.com/cleric:death--
Chill TouchSource: Player's Handbook
Necromancy cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Spell Lists. Sorcerer, Warlock, Wizard
http://dnd5e.wikidot.com/spell:chill-touch--
Toll the DeadSource: Xanathar's Guide to Everything
Necromancy cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Spell Lists. Cleric, Warlock, Wizard
http://dnd5e.wikidot.com/spell:toll-the-dead--
Other proposals:
https://baldur-proposals.web.app