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Reaper

The Reaper

Level
Proficiency
Bonus
Features 1st 2nd 3rd 4th 5th
1st +2 Dark Alliance




2nd +2 Fighting Style, Spellcasting 2



3rd +2 Reaper Archetype, Enshroud 3



4th +2 Ability Score Improvement 3



5th +3 Extra Attack 4 2


6th +3 Sixth Sense 4 2


7th +3 Archetype Feature 4 3


8th +3 Ability Score Improvement 4 3


9th +4 Harvest Moon 4 3 2

10th +4 Death's Design 4 3 2

11th +4 Archetype Feature 4 3 3

12th +4 Ability Score Improvement 4 3 3

13th +5 Shadow Walk 4 3 3 1
14th +5 Void Gaze 4 3 3 1
15th +5 Archetype Feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 Dark Martyr 4 3 3 3 1
18th +6 Gate of Tartarus 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Vessel of Death 4 3 3 3 2
 

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

Proficiencies

Armor: Light Armor, Medium Armor
Weapons:
Simple Weapons, Martial Weapons
Tools:
none
Saving Throws:
Strength, Wisdom
Skills:
Choose two from Arcana, Athletics, Insight, Intimidation, Perception and Religion.
Languages:
Choose one from Abyssal or Necril.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
  • (a) Battle Scythe or (b) one martial melee weapon
  • (a) two Handaxes or (b) a Light Crossbow and 20 bolts
  • (a) scale mail or (b) leather armor
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack
  • A Memento bestowed to the reaper by the voidborn

Dark Alliance

At 1st level, you form a contract with a voidborn known as a Void Avatar. Drawn to your location due to massive loss of life, you've formed a contract to borrow power from the voidborn and received a memento from it to symbolize your contract. You can review their stats in the statblock below.

In combat, the voidborn acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the voidborn to take the Attack action. If you are incapacitated, the voidborn can take any action of its choice, not just Dodge.

When the voidborn is killed, its essence returns to your memento. You can use your action to touch your memento and expanded a spell slot of 1st level or higher. The voidborn regains its form after 1 minute with all its hit points restored.

When you finish a long rest, you may resummon your voidborn from its memento. If it is still active it regains all its hit points.  

Void Avatar CR: -

Medium fiend (voidborn),
Armor Class: 13 + PB
Hit Points: 5 + four times your class level (the Avatar has a number of Hit Dice [d6s] equal to your Reaper level)
Speed: , can hover

STR

14 +2

DEX

14 +2

CON

15 +2

INT

8 -1

WIS

14 +2

CHA

11 +0

Skills: Proficiency Bonus equals your bonus
Senses: darkvision 60ft., passive Perception 12
Languages: understands the languages of its summoner but cannot speak
Challenge Rating: -

Actions

Rend. Melee Weapon Attack: your spell attack modifier to hit, Reach 5ft., one target. Hit: 9 (1d8 + 2 + PB) slashing damage

Void Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Spellcasting

By 2nd level, you have learned to draw on the power of the void to cast spells as with your avatar's help. See chapter 10 of the Player's Handbook for the general rules of spellcasting and the end of this document for the Reaper spell list.  

Preparing and Casting Spells

The Reaper table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expand a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Reaper spells that are available for you to cast, choosing from the Reaper spell list. When you do so, choose a number of Reaper spells equal to your Wisdom modifier + your Reaper level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level Reaper, you have four 1st-level and two 2nd-level spell slots. With an Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare teh 1st-level spell cure wounds you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Reaper spells requires time spent in study and review: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your Reaper spells. The power of your spells comes from your bond with your void avatar. You use your Wisdom whenever a Reaper spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Reaper spell you cast and when making an attack roll with one.  
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a Reaper spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use your memento from the voidborn as a spell casting focus for your Reaper spells.

Fighting Style

Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of lhe second attack.

Reaper Archetype

At 3rd level, you choose your focus as a Reaper: Death's Blade, Grim Keeper or Doomsinger. Your choice grants you features at 3rd level and again at 7th, 11th and 15th level.

Enshroud

Also, beginning at 3rd level, while your voidborn is active you may use your bonus action to act as a host for your void avatar. The Void Avatar becomes one with you, cloaking you in its dark magic. When you do so, you may spend a number of hit die up to your proficiency bonus and gain temporary hit points equal to the result.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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

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

Sixth Sense

Beginning at 6th level, you may cast the See Invisibility or Speak with Dead spell without expending a spell slot once per day.

Harvest Moon

Beginning at 9th level, as an action, you unleash a large sweeping attack imbued in necrotic energy. All creatures in a 10ft. centered on you make a Dexterity saving throw against your Reaper spell save DC, taking damage equal to your weapon damage + 1d12 necrotic on a failure, and half as much on a success.

If you are hosting your void avatar, this attack deals bonus necrotic damage equal to your wisdom modifier.

Death's Design

Beginning at 10th level, you when you hit a creature with a melee weapon attack, you can expend one Reaper spell slot to empower your swing, filling your target with dark energies. The creature must make a Charisma saving throw against your Reaper spell save DC. On a failure a creature takes 3d8 necrotic damage and becomes frightened. On a success, the creature takes half as much damage and does not become frightened. This damage increases by 1d8 for each spell above 1st.

You may do so a number of times equal to your Wisdom ability modifier. Uses of this feature are recovered when you complete a long rest.

Void Gaze

Beginning at 14th level, when you are hosting the Void Avatar, you gain 30ft. of True Sight.

Dark Martyr

Beginning at 17th level, when you are reduced to 0 hit points and not outright killed, as a reaction, you may dismiss your void avatar to recover 4d8 + your Wisdom modifier hit points before falling prone. You may not summon your void avatar again until you complete a long rest.

Gate of Tartarus

Beginning at the 18th level, you may cast the Plane Shift spell without requiring the material components. You may not use the spell to banish an unwilling an unwilling creature. You may cast Plane Shift in this way once without experiencing detrimental effects, additional uses of the spell before completing a long rest cause a level of exhaustion to all creatures affected.

Vessel of Death

Starting at 20th level, you always have the benefit of hosting the void avatar.  

Battle Scythe

Weapon

Varies

Two-Handed, Finesse

Reapers make use of a specialized scythe which has the following properties. Two-Handed, Finesse, deals 2d4 slashing damage. Cost 20gp.

Type Damage Damage Range
Martial Melee 2d4+mod Slashing 5ft

Cost: 20gp
Weight: 2 lbs.

Subclasses


As a honed blade cuts through the air, the satisfying shearing of wind echoes through the night, interrupted only by the sound of rending flesh. Those who'd harm the realm further are cut down one by one in a flurry of steel by a figure draped in black.
Two black figures surround a ferocious beast, one wielding a blade like a talon, the other rending the beast with claws, working together to take down the formidable foe in tandem.
Cloaked in shadows, a figure receits ancient spells, raining destruction on the battle field as a haunting specter keeps the legion of invaders busy. Those who survive the ordeal will have nightmares for the rest of their days.
The art of reapers was believed to be lost during the Etherite revolution in the Greymite empire, but practitioners continue to combine the powers of the void and deadly scythes to this day, watching and operating from the shadows.

Allies From Beyond

Historically, reapers acted as special forces and assassins on behalf of the Greymite Empire prior to the discover of etheritian and the nation's industrial revolution. Reapers would forge contracts with voidborn and go through rigorous training in secluded mountain top villages and underground facilities hidden from view. They acted as the will of their leaders, destroying the foes of their nation with swift and deadly precision. Today the Reapers operate in small cohorts as mercenaries or alone. Their identities well hidden and their secrets well kept.

Dark Vows

Reapers draw their power from their contract with their special voidborn ally, the Void Avatar. By offering some of their life force, the Avatar serves the reaper on the battle field and bestows upon them the gift of a macabe momento to channel dark magics. This avatar, being a connection to the Grim Harvester, the first Reaper.

Creating a Reaper

When creating a reaper, you must consider how they came upon their profession. Did they fumble their way into a contract with a voidborn in pursuit of power or out of desperation? Were they welcomed into a cohort of reapers and taught the deadly arts? One must consider the many paths you have taken to end up with the power of a voidborn by your side. You must also consider where they've learned to balance their martial prowess with dark magics. Has the voidborn imparted more than just arcane arts to the warrior? Did they have a mentor who helped them harness their rage and focus it on the single minded quest for vengeance? The reaper has many talents and combines new found power with them to become the deadly avenger they wish to be
 

Voidborn Avatar

























































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