Reaper of Souls, Variant (5e Class)

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Reaper of Souls[edit]

Reaper of Souls[edit]

An old man sits in his chair, sleeping, as somebody appears in his room. He speaks: "Your time has come", and out of the mouth of the old man, his soul comes directly to the new person, as he vanishes from where he came. ... Two Guards clean up a mess from a battle which had happened right outside the village. "I heard the one who started it didn't even get a single scratch!" "Really? There were 5 of us, and he didn't even get a single blow?" "Yeah, nobody knows who he is, but when he comes, everyone will fall."

Creating a Reaper of Souls[edit]

What drove your character to forsake the life they lived before? Did they discover some horrible truth, and decide death was the only resolution? Is your character hunting someone in particular, or are they just gleaning as they please? Is it madness that drives you forward? Some unknowable truth that you may only find in death? What gives you the right to choose whether someone lives or dies?

Quick Build

You can make a Reaper of Souls quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Charisma. Second, choose the Acolyte background.

Class Features

As a Reaper of Souls you gain the following class features.

Hit Points

Hit Dice: 1d4 per Reaper of Souls level
Hit Points at 1st Level: 1d4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per Reaper of Souls level after 1st

Proficiencies

Armor: Light Armor, Medium Armor
Weapons: Simple and Martial Melee Weapons
Tools: Any One Tool or Instrument
Saving Throws: Wisdom, Constitution
Skills: Choose three from History, Religion, Insight, Medicine, Perception, or Intimidation

Equipment

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

Table: The Reaper of Souls

Level Proficiency
Bonus
Features
1st +2 Tools of Harvest, Reapers Mark
2nd +2 Deathly Resilience
3rd +2 Subclass, Soul Rip
4th +2 Ability Score Improvement, Ability Score Improvement
5th +3 Extra Attack, Presense of Death
6th +3 Subclass Feature
7th +3 Death Shroud
8th +3 Ability Score Improvement, Ability Score Improvement
9th +4 Wraith Strike, Death comes Silent
10th +4 Subclass Feature
11th +4 Extra Attack
12th +4 Ability Score Improvement, Ability Score Improvement
13th +5 Aura of Desoltation
14th +5 Subclass Feature
15th +5 Death is inevatable, Nobody Escapes Death
16th +5 Ability Score Improvement, Ability Score Improvement
17th +6
18th +6 Extra Attack
19th +6 Ability Score Improvement, Ability Score Improvement
20th +6 Master of the Mark

Tool of Harvest[edit]

At 1s level your deathly powers connect with your preferred weapon. You may spend 4 hours conducting a ritual in which you sit in meditative silence, bonding to a weapon of your choice. Once fully bonded the weapon will take on some of your power, dealing 1d4 necrotic damage as well as giving enemies hit with Reaper's Mark. The necrotic damage your bonded weapon deals increases by 1d4 every level. At 10th level and onward your bonded weapon is considered magical for purposes of calculating enemy resistances/immunity. If your bonded weapon is ever lost or destroyed, you can perform the ritual again during a long rest to bond to a new weapon.

Your Tool of Harvest may be a Simple or Martial melee weapon.

Reaper's Mark[edit]

At 1st level, your touch heralds death, and those afflicted by it find themselves drawn closer to the abyss. When you touch someone with your bare skin or your Tool of Harvest, the target must make a Constitution saving throw against your Deathly DC. On a success, nothing happens. On a failure, the target(s) receive the Reaper's Mark for a number of minutes equal to your Wisdom modifier (minimum of one). At the start of their turn, you can choose to deal 1d10 + your WIS modifier necrotic damage to a marked creature. The damage increases to 2d10 at 9th level and to 3d12 at 17th level. The number of marks you can have is your level:2 rounded up.

Deathly DC = 10 + Proficiency Bonus + WIS Modifier

Deathly Resilience[edit]

Starting at 2nd level, your connection to the afterlife grants you greater resilience against the very essence of death. Once you drop to zero hit points you can end all currently active Reaper Marks deal 1d20+Wis necrotic damage to each one of them and rise again with half your Hit point total, you regain this feature once you killed 5 Creatures with Cr of 1/4 or completed a Long Rest.

Soul Rip[edit]

Starting at 3rd level, you can use your attack action to extract the souls of creatures near you marked by Reaper's Mark. Each marked target within 15 feet of you takes 1d4 + your Wisdom modifier necrotic damage,the damage increases to 2d4 at 9th level and 3d4 at 17th level and you gain temporary hit points equal to the damage dealt from this feature. You can use this ability up to your Proficiency Bonus + your Wisdom Bonus (Minimum 1). You regain all expended uses when you finish a short or long rest. Soul Rip is modified by your subclass choice, as described in each subclass.

Subclass Feature[edit]

At 3rd level, you choose an Aspect of Death. Choose between the Aspect of Mercy, the Aspect of Reckoning, or the Aspect of Inevitability, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th and 14th level.

Ability Score Improvement[edit]

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[edit]

At 5th level, you may attack twice instead of once whenever you make an Attack action, this increases to 2 on level 11 and to 3 at Level 18.

Presense of Death[edit]

At 5 Level you choose an environmental effect with a range of 5 feet times your level that assembles with your appearance this can be a song or Lullaby a chilling mist or just an uncomfortable feeling that effects every living being. While somebody is in this Range your have advantage on all intimidation and persuasion Checks. But they gain advantage on perception checks on finding you.

Death Shroud[edit]

At 7th level, your power grows. As an action, you can sprout spectral wings for up to 10 Minutes that roil with a deathly fog, giving you an fly speed equal to your Movement speed. As an action your wings swing forth, sending a wave of deathly fog in a line before you. The shroud is 15 feet wide and 20 feet long. Every creature of your choice within the fog must roll a save against your Deathly DC or be afflicted with Reaper's Mark and take 1d8 necrotic damage. The damage increases to 2d10 at 11th level and 3d12 at 18th level.

Wraith Strike[edit]

At 9th level, you have mastered swiftly moving through your enemies, striking from within their souls. As an action, you can teleport to someone , that is marked by Reaper's Mark. You appear within 120 feet the target, you dont have to see that creature and deal 1d6 necrotic damage to the target, and Reaper's Mark is refreshed on the target. This damage increases to 2d8 at 11th level, 3d10 at 17th level, and 4d12 at 20th level. You may use this feature a number of times equal to your Wisdom modifier (minimum of once). Regain all expended uses when you finish a long rest.

Death comes Silent[edit]

Starting at 9th level, you have the ability to turn invisible, up to your Wisdom modifier (Minimum of once) per long rest, until you attack or cast a spell. While you are invisible in this way you can only be spotted when someone has any form of tremorsense, blindsight and makes an active perception check against your deathly dc. Or can automaticly see you if they have any Form of seeing invisible creatures or truesight.

Aura of Desolation[edit]

Starting at 13th level, your mere presence saps the life from your surroundings. Whenever a hostile creature starts its turn within 10 feet of you, you may force it to make a Constitution saving throw against your Deathly DC. On a failed save, the creature takes necrotic damage equal to your Wisdom modifier and suffers from the Reaper's Mark if it wasn't already marked. The creature takes half the necrotic damage on a successful save and doesn't suffer from the Reaper's Mark. Creatures that are immune to necrotic damage are unaffected by this feature.

Death is inevitable[edit]

At 15th Level all damage you deal is absolute and cannot be reduced in any way be it with resistance, immunity or temporary hitpoints all damage you deal ignores these and go directly for normal Hitpoints. All Creatures you kill at This Point cannot be resurrectet in any Way be it as a Zombie true ressurection or even a with or the power of gods.

Nobody Escapes Death[edit]

As an Action you create an Harmless Demiplane in shape of a circle with a radius of 120 that looks like your imagination of the Death,you appear 40feetapart from each other. You and one creature of your choice that has a Reaper Mark on them get teleported to that Demiplane Where the Enemy cannot concentrate on Spells, have Halve Movementspeed cannnot fly,teleport or borrow themself,they are permanently Marked with a Reapers Mark,heal themself or gain any temporary Hitpoints and have disadvantage on all d20 rolls. While you are in this demiplane you gain a permanent flyspeed of 90 feet aswell as a walkingspeed of 90 feet, you also gain 30 Temporary Hitpoints at the Start of your turn and have advantage on all d20 rolls. You remain on this Demiplane untill one of you falls uncautions(If the enemy falls uncautious you can decide that they instantly die without making any death savingtrows) no matter what the demiplane colapses afterwords.

Master of the Mark[edit]

At 20th level, your mastery over the Reaper's Mark reaches its peak. You can now have an unlimited number of tragets inflicted with your reapers mark and they never vanish unless you choose to as an Action. You know the exact location of all marked creatures. Additionally, when you use your Soul Rip feature, you can also deal damage to all marked creatures you choose.

Aspect of Reckoning[edit]

As an Aspect of Reckoning, your powers allow you to hone in on a single target and unleash devastating damage upon them. Your techniques are precise and lethal, making you a formidable opponent to anyone who crosses your path. Your precision and focus make you a force to be reckoned with.

Cold Hand

Upon delving into the Aspect of Reckoning your Soul Rip class feature is modified as such; targets damaged by Soul Rip have their movement speed reduced by half until the end of their next turn. You have an advantage on your next attack against a target afflicted by Reaper's Mark. This effect expires upon use or at the end of your next turn.

Die Alone

Starting at 3rd level, if only one target is afflicted by {inpage|Reaper's Mark}, any damage dealt by your {inpage|Soul Rip} feature will be doubled.

Fear the Reaper

Starting at 6th level you become more attuned to the afterlife. At the cost of a bonus action, you may become incorporeal and increase your movement speed by +30 for your current turn. While incorporeal, you are able to move through creatures and Objekts. While Incorporeal, Enemys don´t get attacks of opportunity against you. You are able to use {inpage|Fear the Reaper} an amount equal to half your level in Reaper of Souls rounded down, you gain them back after a long rest or you gain 1 use of it back every time you kill a creature with a Ct of more tanh 1/4.

Swift Death

At 10th Level you've become adept at dealing death swiftly and efficiently. When hitting a creature afflicted with Reaper's Mark with your Tool of Harvest you may choose to activate Soul Rip as a bonus action up to the number of times you hit them this turn.

Last Rites

Starting at 17th level, you gain the ability to deliver the final blow to your enemies. As an action, you may choose one creature afflicted with {inpage|Reaper's Mark} within 30 feet and mark it with a death sentence. After 2 rounds, the target takes necrotic damage equal to half its missing hit points. You may use this feature once per long rest or untill you killed 5 Creature of CR 1 or higher.

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

Back to Main Page5e HomebrewClasses<!- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes-><!-has features relating to death and necromancy-><!-stealthy, often with low hit points->