Reaper of Souls (5e Class)
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 wich happened right outside the vilige. I heard the one who stared it didnt even got a single scratch. Really? They where 5 of us, and he dint even got 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: 1d8 per Reaper of Souls level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + 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:
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 1d8 necrotic damage as well as giving enemies hit with Reaper's Mark. The necrotic damage your bonded weapon deals increases by 1d8 every even 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. Atacks rolls with this weapon are made using Wisdom
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 days 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 unlimited.
- 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 all your Hit point, you regain this feature once you killed a creature 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 1d8 + your Wisdom modifier necrotic damage,the damage increases to 2d8 at 9th level and 3d10 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.
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 60 feet the target 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) invisible as a Bonus action until you attack or cast a spell. While you are invisible in this way you can only be spotted when someone makes an active perception check against your deathly dc.
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 conzentrade 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 savingtrows) or you use an free Action to let the Demiplane collapse.
Master of the Mark[edit]
At 20th level, your mastery over the Reaper's Mark reaches its peak. Once per long rest, you can choose to automatically eliminate a marked creature, and you know the exact location of all marked creatures. Additionally, when you use your Soul Rip feature, you also deal damage to all marked creatures.
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.
Aspect of Mercy[edit]
As an Aspect of Mercy, your powers embody the delicate balance between life and death. You use your abilities to alleviate suffering, granting a swift end to those on the brink or sparing those who may still find redemption. Your presence is a paradox, both feared and revered, as you decide who will live to see another dawn and who will be gently guided to eternal rest. With calm and unwavering resolve, you are the arbiter of fate, bringing comfort even in the darkest of moments.
- Gentle Repose
Upon delving into the Aspect of Mercy you can grant eternal rest to souls seeking peace. As an action, you can touch a creature marked by Reaper's Mark and protect its soul from any harm for a number of rounds equal to your Wisdom modifier (minimum of one). During this time, the creature cannot be targeted by damage or necromantic effects, and its hit points cannot fall below 1. You can use this ability a number of times equal to your Wisdom modifier (minimum of once) and regain all uses after a long rest.
- Healing Touch
Starting at 3rd level, you learn to heal with a simple touch. As a bonus action, you can heal a creature marked by Reaper's Mark for an amount equal to 1d8 + your Wisdom modifier. If the creature is at 0 hit points, you can automatically stabilize it, preventing its death. You can use this ability a number of times equal to your Wisdom modifier (minimum of once) and regain all uses after a long rest.
- Soothing Touch
Starting at 6th level, you can channel the essence of mercy to ease suffering. As a bonus action, you can touch a creature marked with the Reaper's Mark and restore hit points equal to 1d10 + your WIS modifier. However, if the target has hit points equal to or less than half its maximum, you can choose to remove the mark and restore 2d10 + your WIS modifier instead. You can use Soothing Touch a number of times equal to your WIS modifier (minimum of one), and you regain all uses after a long rest.
- Merciful End
At 10th level, you gain the ability to offer a quick and painless end to those marked by fate. When you hit a creature with the Tool of Harvest that is afflicted by the Reaper's Mark, you can use your reaction to reduce its hit points to 1, provided the creature has 1/5 or less of its maximum hit points, rounded down. If the creature is reduced to 1 hit point in this way, you can choose to remove it entirely, ending its existence without suffering. You can use this ability once per short or long rest.
- Graceful Departure
Starting at 17th level, you can ensure that a creature’s end is both serene and resolute. As an action, choose a creature marked with the Reaper's Mark within 30 feet. The mark transforms into a Seal of Mercy, reducing all the creature's resistances and preventing it from benefiting from healing for 3 rounds. At the end of the 3 rounds, the creature takes 6d10 necrotic damage or regains 3d10 hit points, depending on your choice. You can use this ability once per long rest.
Aspect of Inevitability[edit]
As an Aspect of Inevitability, your powers embody the absolute certainty that all must face death, regardless of their efforts. Your presence is a harbinger of inevitable destruction, and your enemies know that unless they challenge fate, there is no escape. You manipulate time and space to ensure that no being can escape their predestined end. Your strength is overwhelming, and your attacks are like unescapable markers of fate. You are the personification of fatality, and nothing can stop your relentless march.
- Embrace of Fate
Upon delving into the Aspect of Inevitability, your connection with fate allows you to perceive when a creature is on the brink of death. Whenever a creature marked by Reaper's Mark drops to 10 hit points or fewer, you can use a bonus action to force the creature to make a Wisdom saving throw against your Death DC. On a failure, the creature suffers an additional 2d6 necrotic damage and cannot move or act until its next turn.
- Time’s Grasp
Starting at 3rd level, your mastery over time’s flow grants you a supernatural ability to anticipate attacks and evade harm. While you are not wearing armor, your Armor Class equals your Deathly DC Additionally, when a creature marked by Reaper's Mark targets you with an attack or spell, you can use your reaction to distort time, imposing disadvantage on the attack roll or forcing the creature to reroll its spell attack. If the attack still hits, the creature suffers 2d8 necrotic damage from the backlash of temporal manipulation.
- Unyielding Fate
Starting at 6th level, you become the executor of inescapable destiny. When a creature marked by Reaper's Mark fails a saving throw against one of your effects, you can use your reaction to force the creature to automatically fail another saving throw it makes until the end of its next turn. Additionally, you can force the creature to suffer 3d6 necrotic damage when it fails. You can use this ability a number of times equal to your WIS modifier (minimum of once), and you regain all uses after a long rest.
- Inescapable Grasp
At 10th level, you gain the power to trap those who attempt to escape their fate. When a creature marked by Reaper's Mark moves within 30 feet of you, you can use your reaction to force the creature to stop immediately and suffer 4d6 necrotic damage, in addition to having its speed reduced to 0 until the end of its next turn. If the creature attempts to resist, it must make a Strength saving throw against your Death DC. On a failure, it is completely immobilized until the end of its next turn. You can use this ability once per short or long rest.
- Final Judgment
Starting at 17th level, you become the final judge of immutable fate. As an action, choose a creature marked by Reaper's Mark within 30 feet. The creature must make a Constitution saving throw against your Death DC. On a failure, the creature suffers 12d10 necrotic damage and is immediately reduced to 0 hit points, regardless of its remaining total. The creature also suffers a curse that prevents it from being healed by magic or effects until it is resurrected by a miracle or divine effect equivalent to a Wish. If the creature succeeds on the saving throw, it suffers half the damage and is not cursed. You can use this ability once per long rest.
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:
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