Reaper (5e Class)

From D&D Wiki

Jump to: navigation, search

Reaper[edit]

In those darkest moments, as the light dims from your eyes, you realize it's not the world fading out, but the Reaper fading in.

Emissary of Death[edit]

For whatever reason, Death chose you to be one of their many loyal servants. You speak to them rarely, but you always know when they call for you. After all, dying once before has already made you a part of their domain.

Creating a Reaper[edit]

A reaper in a white cloak while holding their scythe.

Death doesn't choose just anyone to work for them. What did you do to garner their attention? Any alignment will do -- did you slaughter a village? Or did you die to save one?

Quick Build

You can make a Reaper quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose a background that matches what you would have been before you died and became a Reaper. Third, put proficiency in Intimidation and Stealth.

Class Features

As a Reaper you gain the following class features.

Hit Points

Hit Dice: 1d10 per Reaper level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Reaper level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, Scythes
Tools: None
Saving Throws: Constitution, Dexterity
Skills: Choose 2 from Athletics, Acrobatics, Intimidation, Investigation, and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A Metal Scythe or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Bag of Souls & 1 Healing Potion
  • If you are using starting wealth, you have 3d4 in funds.

Table: The Reaper

Level Proficiency
Bonus
Features
1st +2 Soul Feast, Soul Bag
2nd +2 Awareness
3rd +2 Death Domain
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Shadow Form
7th +3 Reaper Path
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4 Reaper Path
12th +4 Ability Score Improvement
13th +5 Lifestealing Strikes
14th +5
15th +5 Reaper Path
16th +5 Ability Score Improvement
17th +6 Soul Pierce
18th +6
19th +6 Ability Score Improvement, Reaper Path
20th +6

Soul Feast[edit]

As a Reaper, you can harness the power of the souls you reap. When you kill an enemy, you heal 1/3rd of their hit point maximum, and gain a soul. Upon hitting a creature, you also gain a Soul Shard.

Soul Bag[edit]

Your soul bag contains the souls of the creatures you slay, allowing you to heal 10hp at the cost of a soul, or consume 5 soul shards in order to create a wave of energy, dealing double your weapon dice in a 20ft by 5ft line.

Awareness[edit]

Starting at 2nd if an enemy walks into your attack range, but not your line of sight, you may make an opportunity attack with advantage on them. This gives 2 soul shards on hit.

You can use this feature a number of times equal to your dexterity modifier, and regain your uses of this feature after completing a long rest.

Death Domain[edit]

At your 3rd level you have been collecting souls for a long while, so you must choose a path. You can choose between the Swift or the Powerful path, both granting you features at the 3rd, 7th, 11th, 15th, and 19th level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 10th, 12th, 16th and 20th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Shadow Form[edit]

At 9th level, you can harness the energy of the souls to pass through an attack that barely hits you (AC + 1). This consumes one soul and allows you to pass through walls on your next turn.

Lifestealing Strikes[edit]

At 13th level, you manipulate a creature's life force to absorb some of their essence whenever you hit them. You heal half the damage you hit and on a crit, you heal full damage you deal to a creature.

Soul Pierce[edit]

At 17th level, your attacks hit the very soul of creatures, forcing them to make a DC 19 constitution check or take triple necrotic damage on a critical.

Reaper Paths[edit]

Swift Domain[edit]

Some beings believe they can outrun or outdistance death. Swift Domains prove that statement to be false, cutting through to their targets easily.

Flash Strike

At 3rd level, you use momentum to your advantage, driving your strikes in all the harder. If you spend at least 15ft movement to attack, you can use a bonus action to attack another creature within range.

Controlled Wave Strike

At 7th level, you can focus the energy from the souls into 6 lines of energy, hitting 6 creatures of your choice rather than one line.

Quick Step

At 11th level, the soul power through your blood causes accelerated speed. Your movement speed increases by 30ft, and you have a temporary flying speed of 40ft, dropping you to the ground without taking fall damage at the end of your turn. Additionally, your movement happens all at once, appearing as a teleport. You no longer provoke opportunity attacks.

Surprise Strike

At 15th level, you have learned to take advantage over a foe's weakness. If a creature has not gone yet this round or is surprised, incapacitated, or stunned, your attacks are considered critical hits.

Chain Kill

At 19th level, you have mastered your power over death and whenever you kill or land a critical hit on an enemy, you can teleport to another creature within sight and attack again. This goes until you either fail to kill an enemy or do not roll a critical.

You can use this feature a number of times equal to your dexterity modifier, and regain your uses of this feature after completing a long rest.

Powerful Domain[edit]

Reapers of the Powerful Domain don't have the patience for drawn out battle, preferring to kill opponents in only a few strikes. After all, they have better things to do than fight drawn out battles.

Powerful Strikes

At 3rd level, you can expend a bonus action to transfer death through your weapon, dealing 2d10 extra necrotic damage. Uses equal to your constitution modifier.

Disarm

At 7th level, you have learned to spin an opponent's weapon out of their hand. If an attack misses your Armor Class by 5, you can force them to make a strength competition or have their weapon thrown 20ft away.

You can use this feature a number of times equal to your dexterity modifier, and regain your uses of this feature after completing a long rest.

Chained Weapon

At 11th level, you learn to specialize in weapons attached to chains, granting you a 10ft AoE and an extra 10ft range. This does stack with reach from polearms and spears.

Soul Enslave

At 15th level, you may change the shape of the souls in your soul bag into creatures. For one soul you may summon a skeleton in plate armor, and with two you can summon an ogre zombie in chain armor.

You can use this feature a number of times equal to your constitution modifier, and regain your uses of this feature after completing a long rest.

God of Death

At 19th level, you can absorb a percentage of souls you have in your bag, increasing your maximum hp by 2 per soul you currently have. If you consume a soul, you take 4 damage per soul consumed.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Reaper class, you must meet these prerequisites: Dexterity 13, Constitution 13

Proficiencies. When you multiclass into the Reaper class, you gain the following proficiencies: Light armor, medium armor, simple weapons.



Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: