Way of the Reaper's Hand (5e Subclass)

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Way of the Reaper's Hand[edit]

Monastic Tradition

Reaper's hands monks are undying servants of necromancers and clerics devoted to the god of death, acting as agents and executioners for these masters. Reaper's hands who serve wizards tend to be protectors, acting as bodyguards enhanced by necromantic power.

Those who serve clerics, entities or gods of death tend to be crusaders of those gods, being the militant counterpart of the clergy.

Revived Nature

When you choose this tradition at 3rd level, your newfound connection to death gives you the following benefits:

  • You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
  • You don't need to eat, drink, or breathe
  • You don't need to sleep. When you take a long rest, you must spend at least 6 hours in an inactive, motionless state, rather than sleeping. In this state, you remain semiconscious, and you can hear as normal.
Reaper Hand

At 3rd level, when you make an unarmed strike, you can choose to deal necrotic damage, instead of bludgeoning.

In addition, whenever you use flurry of blows, you can replace one of your attacks made as a bonus action to cast a cantrip from the necromancy school instead.

Necromantic Lore

Starting at 3rd level, you develop some knowledge about necromancy and necromantic magic. You learn the chill touch and spare the dying cantrips. You learn a third necromancy cantrip at 11th level.

In addition, you learn four spells of 2nd-level or lower from any spell list. These spells must be from the necromancy school. You must spend an amount of ki points equal to the level of the spell to cast the spell.

As you gain levels in this class, the amount of known spells and their power increase: you learn three more spells of 3rd-level or lower at 6th level, three of 4th level or lower at 11th level and three of 5th level or lower at 17th level. Wisdom is your spellcasting ability for any of these spells.

Meta-Necromancy

At 6th level, you gain the ability to control the necromantic power pulsing inside your body to suit your needs. You gain one of the following meta-necromancy options of your choice. You gain another one at 11th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Once you modify a spell using your Meta-Necromancy feature, you can't do it again until you finish a short or a long rest.

Careful Spell
When you cast a reaper's hand 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 ki point and choose a number of those creatures up to your Wisdom modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you cast a reaper's hand spell that has a range of 5 feet or greater, you can spend 1 ki 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 reaper's hand spell, you can spend 1 ki point to reroll a number of the damage dice up to your Wisdom 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 reaper's hand spell that has a duration of 1 minute or longer, you can spend 1 ki point to double its duration, to a maximum duration of 24 hours.
Heightened Spell
When you cast a reaper's hand spell that forces a creature to make a saving throw to resist its effects, you can spend 3 ki points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
When you cast a reaper's hand spell that has a casting time of 1 action, you can spend 2 ki points to change the casting time to 1 bonus action for this casting.
Subtle Spell
When you cast a reaper's hand spell, you can spend 1 ki point to cast it without any somatic or verbal components.
Twinned Spell
When you cast a reaper's hand 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 ki 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.
Inescapable Destruction

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.

Blade Reaper

When you reach the 11th level, you coat your fists and monk weapons with necrotic energy. You deal additional necrotic damage equal to your Wisdom modifier with your attack rolls made as part of the Attack action.

Unearthly Recovery

At 17th 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 ki 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.

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