Reaper's Hand (5e Class)
From D&D Wiki
- 1 Reaper's Hand
- 1.1 Creating a Reaper's Hand
- 1.2 Class Features
- 1.3 Undead Cleric
- 1.4 Blade Reaper
- 1.5 Reaper's Hand Spell List
- 1.6 Multiclassing
You were resurrected by a Necromancer who worshiped Myrkul, Lord of the Dead and Bhaal Lord of Murder to bring death to their foes. However, the control of your mind had failed and you were able to set out on your own to further the goals from your previous life.
Creating a Reaper's Hand
What kind of person resurrected you? Did you aid them before setting off on your own path? What kind of goals did you have in your previous life?
- Quick Build
You can make a Reaper's Hand quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Feared background. Third, choose Studdeed Leather Armor, an Explorer's Pack, and 10 Darts.
As a Reaper's Hand you gain the following class features.
- Hit Points
Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Constitution, Dexterity
Skills: Choose two from Acrobatics, Arcana, Deception, History, Insight, Intimidation, Persuasion, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Studded Leather Aromr or (b) Scale Mail
- (a) Explorer's Pack or (b) Priest's Pack or (c) Dungeoneer's Pack
- (a) 10 Darts or (b) Quarterstaff or (c) Handaxe
- If you are using starting wealth, you have 3d4 times 10 Gp in funds.
|Unarmed Strikes||Features||Cantrips Known||Spells
|—Spell Slots per Spell Level—|
|4th||+2||1d4||Ability Score Improvement, Deflect Missiles||4||5||4||3||—||—||—||—||—||—||—|
|8th||+3||1d6||Ability Score Improvement, Evasion||5||9||4||3||3||2||—||—||—||—||—|
|12th||+4||1d8||Ability Score Improvement||5||12||4||3||3||3||2||1||—||—||—|
|16th||+5||1d8||Ability Score Improvement||6||14||4||3||3||3||2||1||1||1||—|
|19th||+6||1d10||Ability Score Improvement||6||16||4||3||3||3||3||2||1||1||1|
At 1st level, 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.
Additionally, your unarmed strikes do Necrotic damage instead of Bludgeoning, the damage increases as shown in the Reaper's Hand table. This damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
At 1st level, you know four cantrips of your choice from the Reaper's Hand spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Reaper's Hand table.
- Spell Slots
The 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.
For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.
- Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Reaper's Hand spell list.
The Spells Known column of the table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Charisma is your spellcasting ability for your Reaper's Hand spells, since the power of your magic relies on the magic infused into your soul. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Reaper's Hand spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
- Spellcasting Focus
Since your soul is infused with the magic that allows you to cast, it is your spell casting focus.
You have reaper points equal to your level plus your Charisma modifier plus half your Dexterity modifier rounded up. You can spend these points to fuel various features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind.
- Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
- Patient Defense
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
- Step of the Wind
You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
- Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 reaper point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
- Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 reaper point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 reaper point to give it a range of 10 feet.
- Empowered Spell
When you roll damage for a spell, you can spend 1 reaper point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
- Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 reaper point to double its duration, to a maximum duration of 24 hours.
- Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 reaper points to give one target of the spell disadvantage on its first saving throw made against the spell.
- Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 reaper points to change the casting time to 1 bonus action for this casting.
- Subtle Spell
When you cast a spell, you can spend 1 reaper point to cast it without any somatic or verbal components.
- Twinned Spell
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of reaper points equal to the spell's level to target a second creature in range with the same spell (1 reaper point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.
There are two options to choose from for your subclass Blade Reaper, and Undead Cleric. Both are detailed at the bottom of the page.
You gain subclass features at 3rd, 5th, and 11th levels.
Ability Score Increase
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.
Starting at 4th level, you can use your reaction, spending 1 reaper point, to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Reaper's Hand level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 reaper point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies.
Starting at 6th level, your ability to channel negative energy becomes more potent. Necrotic damage dealt by your Reaper's Hand spells and Unarmed Strikes ignores resistance to necrotic damage.
At 8th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Beginning at 14th level, your mastery reaper magic grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 reaper point to reroll it and take the second result.
At 20th level, when you roll for initiative and have no reaper points remaining, you regain 4 reaper points.
Your connection to the gods provides you and your companions protection.
- Favored by the Gods
Starting at 3rd level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Additionally, you gain access to the cleric spell list.
- Empowered Healing
Starting at 5th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 reaper point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.
- Unearthly Recovery
At 11th level, you gain the ability to overcome grievous injuries. As an action when you have fewer than half of your hit points remaining, you can spend 6 reaper points to regain a number of hit points equal to half your hit point maximum.
Once you use this feature, you can’t use it again until you finish a long rest.
A Reaper that uses martial weapons. Ie, your typical grim reaper wit a scythe.
- Matrial Weapons
At 3rd level, You gain proficiency with Martial weapons and may choose a fighting style from the Fighter class.
- Flurry of Slashes
At 5th level, your flurry of blows ability allows you to use your weapons.
- Coated Weapons
At 11th level, your weapon attacks deal extra necrotic damage equal to your proficiency bonus.
Reaper's Hand Spell List
You know all of the spells on the basic Reaper's Hand spell list and additional spells based on your subclass.
Mending, Shillelagh, Shocking Grasp, Magic Stone, Light, Blade Ward, Chill Touch, Green=Flame Blade, Lightning Lure, Message, Primal Savagery, Sword Burst, Thunderclap, Toll the Dead
- 1st Level
Heroism, Inflict Wounds, Shield, Burning Hands, Thunderwave, Arms of Hadar, Earth Tremor, Expeditious Retreat, Hex, Tenser's Floating Disk, False Life
- 2nd Level
Darkvision, Invisibility, Magic Weapon, Protection from Poison, Mirror Image, Misty Step, Arcane Lock, Blindness/Deafness, Blur, Flame Blade, Knock, Hold Person, Levitate, Nystul's Magic Aura, Pass Without Trace, Shadow Blade, Spiritual Weapon,
- 3rd Level
Bestow Curse, Flare Wave Explosion, Nondetection, Remove Curse, Animate Dead, Counterspell, Dispell Magic, Fear, Haste, Speak with Dead, Spirit Guardians, Vampiric Touch
- 4th Level
Blight, Death Ward, Freedom of Movement, Phantasmal Killer, Shadow of Moil
- 5th Level
Contagion, Destructive Wave, Enervation, Immolation, Negative Energy Flood
- 6th Level
Chain Lightning, Circle of Death, Create Undead, Disintegrate, Forbiddance, Harm
- 7th Level
Finger of Death, Simulacrum, Delayed Blast Fireball, Reverse Gravity
- 8th Level
Abi-Dalzim's Horrid Wilting, Clone, Imprisonment
- 9th Level
Meteor Swarm, Power Word Kill, Wish
Prerequisites. To qualify for multiclassing into the Reaper's Hand class, you must meet these prerequisites: 13 charisma and 13 dexterity.
Proficiencies. When you multiclass into the Reaper's Hand class, you gain the following proficiencies: Light armor, medium armor, shields