Circle of the Reaper (5e Subclass)
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Circle of the Reaper
|Reaper Druids despise undead even more than their fellow druids.|
|“||It is not death that a man should fear, but he should fear never beginning to live.||”|
Druids of the Circle of the Reaper are druids that learn to conserve the natural cycle of life and death. They train to preserve new life, and to destroy that which has cheated the cycle for too long. These druids often form allegiances with Grave domain clerics. They harbor a special resentment for fiendish and undead creatures, since these beings often disrupt the cycle in unnatural ways.
Hunt the Corruption
Starting at 2nd level, you have a talent for hunting and fighting fiends and undead. You have advantage on checks made to track and expose these creatures, and you can expend a use of your Wild Shape to break concentration on a magical effect that one of these creatures is causing.
Aura of Balance
When you join this circle at 2nd level, you gain the ability to create a field of protective energy that assists creatures that promote the cycle. As an action, you can expend two uses of your Wild Shape to create an aura of life in a 15 foot radius around yourself. The area within the aura is dimly lit.
Any creatures other than constructs, fiends, and undead in the aura that you choose gain 1d4 temporary hit points every time they start their turn inside the aura. These temporary hit points do stack. If a creature in the aura has cast an animate dead spell or used similar magic in the past 48 hours, that creature instead takes 1d4 necrotic damage at the start of its turn.
When you reach 17th level in this class, the radius of the aura extends to 30 feet, and you can use your Wisdom modifier in place of the d4.
Reward the Protectors
From 6th level onwards, you can expend a use of your Wild Shape to assist another living creature. When you do so, choose a creature within 30 feet of you that you can see. If that creature could benefit from your Aura of Balance, it gains advantage on the first attack roll it makes before the end of its next turn. If that attack hits, it deals an extra 1d6 force damage, and it ignores any resistances the target has.
Starting at 10th level, you ignore the damage resistances of fiends and undead. In addition, if you see a creature cast a Necromancy spell, you can use your reaction to make a ranged spell attack against it, dealing 1d4 necrotic damage and breaking its concentration on a hit.
Arbiter of the Cycle
Your knowledge of the cycle of life allows you to be the judge, jury, and executioner of life and death. Starting at 14th level you can spend a spell slot to give yourself or another creature you can see advantage or disadvantage on death saving throws. In addition, you can use your action to touch a dead body. The body now cannot be restored to life or be brought back as undead by any means short of the wish spell. In addition, you have advantage on attack rolls against undead.