Reaper (5e Subclass)
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Reaper
Some rogues view their skills as steps toward their own goals. Reapers view the body as weak and insufficient to amass great amounts of power on its own, which is why they choose to delve into the necromantic arts. While Arcane Tricksters use their magic to complement their cunning and skillful approach to adventuring, Reapers more often than not wield arcana strictly to kill those who defy them and use them as tools.
- Spellcasting
Reapers gain the ability to cast Wizard spells to destroy their foes and further their own ends. Cantrips: You learn three cantrips: Chill Touch and two other cantrips of your choice from the wizard spell list. At 10th level you learn another cantrip from the wizard spell list. Spell Slots: The Reaper is a 1/3rd spellcaster, and the Reaper Spellcasting 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 expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You start with two 1st-level spell slots at Rogue level 3, and gain more as you gain more Rogue levels. Spells Known: You know three 1st-level wizard spells of your choice, two of which you must choose from the necromancy spells on the wizard spell list. The third can be from any school of magic. The Spells Known column of the Reaper Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a necromancy or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a necromancy or transmutation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level. Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells since you learn your spells through dedicated study in the field. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier.
Rogue Level | Cantrips | Spells Known | 1st-Level | 2nd-Level | 3rd-Level | 4th-Level | |
---|---|---|---|---|---|---|---|
3rd | 3 | 3 | 2 | - | - | - | |
4th | 3 | 4 | 3 | - | - | - | |
7th | 3 | 5 | 4 | 2 | - | - | |
8th | 3 | 6 | 4 | 2 | - | - | |
10th | 4 | 7 | 4 | 3 | - | - | |
11th | 4 | 8 | 4 | 3 | - | - | |
13th | 4 | 9 | 4 | 3 | 2 | - | |
14th | 4 | 10 | 4 | 3 | 2 | - | |
16th | 4 | 11 | 4 | 3 | 3 | - | |
19th | 4 | 12 | 4 | 3 | 3 | 1 | |
20th | 4 | 13 | 4 | 3 | 3 | 1 |
- Mortal Fear
Starting at 3rd level, when you successfully cast Chill Touch against a creature, it must succeed on a Wisdom saving throw against your spellcasting save DC or else be frightened by you until the end of your next turn. The creature must stay at least 30 feet away from you, but it may still use ranged attacks against you. A creature who succeeds on this saving throw is immune to the effect for 1 minute. This feature does not affect constructs and undead.
- Fleshrot
Starting at 9th level, your skin has become accustomed to the practices of necromancy. You gain resistance to necrotic damage. Additionally, whenever a creature touches you or successfully hits you with a melee spell or weapon attack, you expend your reaction, and the cold of the grave grips it. It must make a Constitution saving throw against your spellcasting save DC or take 1d6 necrotic damage. You may only use this reaction a number of times equal to your Intelligence modifier between long rests.
- Command Undeath
When you reach 13th level, add Animate Dead to your spell list. This spell does not count against the amount of spells you can learn from this subclass.
- Parasitic Recovery
Starting at 17th level, when you successfully kill a creature with a sneak attack, you regain an amount of hit points equal to the first die you rolled on the sneak attack damage. Whenever you deal necrotic damage to a creature, you gain a number of temporary hit points equal to your Intelligence modifier + the spell's level (minimum 0). These temporary hit points expire upon taking a short rest. Additionally, if you have an undead servant created by the Animate Dead spell, you can also touch them and transfer any number of hit points from that creature to yourself, limited only by the maximum hit points of the creature.
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