Reaper
While they wage wars, a pale man in dark robes skulks in the background waiting for the first to fall so he can introduce them to their end. A young boy in his final hour sees a ghastly-looking elven woman by his bedside. She tells him that he gets another chance at life. An unknown halfling healer traveling from one village to the next, who closes the wounds of others by opening his own and yet he never bleeds.
Servants of Death work in many different ways, depending on the role they play. They twist and turn the fates of the wealthy, poor, powerful, young, old.
Death or Undeath
You once met your demise, as much as you struggled you couldn't get away from death. But then Death itself gave you another chance at life. For a price of course.
The offer was simple. You got some more time to spend on this world and were even given some interesting powers. These are what makes you a Reaper. In exchange you are to master the power given to you. Once you perfect your skills you may start repaying your debt by becoming a servant of Death.
Not all servants became reapers to save their own lives. Many begged Death to save an aging mother, an ill child, a fallen friend or some other meaningful person. Death accepts many offers, as it needs much help in its line of work. Those who are unfit for the job are filtered during training. And you definitely want to keep up your end of the bargain, otherwise your contract would be terminated, which would mean death for you or your loved one.
Who is Death
When making a Reaper talk to your Dungeon Master about the setting of the game. A very important question is if the role of Death is already taken by another similar god. If it is, you might have to change your backstory a bit, depending on what other god or maybe even gods rule your world.
Maybe it's not a contract that gives you power, you could have been born with it. And maybe you didn't choose to become a Reaper, maybe Death chose you for whatever reason.
Work with your Dungeon Master as much as possible, because this is the type of class that is very dependent on the world you play in, at least roleplay wise. And if you are a Dungeon Master yourself, you might consider using this class as a prestige option or in the case of player character death you could use it as an exciting way to bring the character back.
Most importantly, remember that this is very much still playtest material and will definitely go through some more rebalancing. Right now some aspects of it are intentionally a bit overpowered, as I find it easier to take away from such material than to add onto it. The question is what or how much to take away?
You can help me do that by sending your feedback after playtesting it to @ShitMyPlayersSay on Instagram.
Quick Build
You can make a Reaper quickly by following these suggestions. First, put your highest ability score in Wisdom, followed by Constitution or Strength if you're playing The Executioner subclass. Second, choose the Acolyte background.
Class Features
As a Reaper, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per Reaper level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Reaper level after 1st
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons
- Tools: None
- Saving Throws: Wisdom, Charisma
- Skills: Choose two from Animal Handling, Deception, History, Insight, Intimidation, Medicine, Perception, Realigion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail armor or (b) leather armor
- (a) a scholar's pack (b) a priest's pack
- (a) a holy symbol (b) an unholy symbol
- Any two simple weapons
Reaper
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|
1st | +2 | Between Life and Death, Death's Touch | — | — | — | — | — | — | — |
2nd | +2 | Resist the Harvest, Spellcasting | 2 | 2 | 2 | — | — | — | — |
3rd | +2 | Reaper Archetype | 2 | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 2 | 3 | 3 | — | — | — | — |
5th | +3 | Sense Life, Resist the Harvest improvement | 2 | 4 | 4 | 2 | — | — | — |
6th | +3 | Reaper Archetype feature | 2 | 4 | 4 | 2 | — | — | — |
7th | +3 | Martyr | 3 | 5 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement, Sense Life improvement | 3 | 5 | 4 | 3 | — | — | — |
9th | +4 | ─ | 3 | 6 | 4 | 3 | 2 | — | — |
10th | +4 | Reaper Archetype feature | 3 | 6 | 4 | 3 | 2 | — | — |
11th | +4 | Dead Man's Gambit | 3 | 7 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 3 | 7 | 4 | 3 | 3 | — | — |
13th | +5 | ─ | 3 | 8 | 4 | 3 | 3 | 1 | — |
14th | +5 | Reaper Archetype feature | 3 | 8 | 4 | 3 | 3 | 1 | — |
15th | +5 | Running Out of Time | 4 | 9 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 9 | 4 | 3 | 3 | 2 | — |
17th | +6 | ─ | 4 | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Reaper Archetype feature | 4 | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Last Stand | 4 | 11 | 4 | 3 | 3 | 3 | 2 |
Between Life and Death
Starting at 1st level, your connection to Death leaves a noticeable mark on you. You gain a trait which you roll for on (or choose from) the Reaper traits table.
In addition to any creature type you already have you are now also considered Undead.
Also, when you complete a long rest you may choose to forego regaining an amount of hit dice equal to half your character level. Instead you regain an amount of hit dice equal to your Reaper level.
Reaper traits table
d6 | Trait |
---|---|
1 | Your heart beats once per hour. |
2 | Your body is always cold to the touch. |
3 | Your gaze seems lifeless, dull and empty. |
4 | You sleep with your eyes open. |
5 | Your skin is almost chalk white. |
6 | Crows, rats and other vermin like being near you. |
Death's Touch
Starting at 1st level, you are able to sacrifice your own life essence to destroy another creature's. As an action you can make a melee spell attack attack against a creature within 5' of you (using your Wisdom modifier + your proficiency bonus). On a hit the target takes radiant or necrotic damage equal to 1d8 + your Wisdom modifier.
You may increase the damage your target takes by spending a number of your hit dice equal to or lower than your proficiency bonus. The damage increases by an amount equal to the roll of your hit dice + your Constitution modifier per hit die spent.
If there is a willing creature within 5' of you, you may choose to use their hit dice and their Constitution modifier instead of your own or you could use a combination of both, as long as the total number of used hit dice is equal to or lower than your proficiency bonus.
You may use this feature a number of times equal to your Wisdom modifier per short rest. After completing a short rest you regain all of your uses of this feature.
The base damage of this feature increases by 1d8 at 5th, 11th and 17th level.
Resist the Harvest
Starting at 2nd level you are sometimes able to resist death itself. If an attack would deal enough damage to reduce you to 0 hit points, you may spend your reaction to make a Constitution saving throw against a DC equal to the damage taken. On a success you may choose to drop to 1 hit point instead.
If you succeed on the saving throw you may not use this feature again until you complete a long rest. Starting at 5th level you instead regain the use of this feature after a long or a short rest.
Spellcasting
By the time you reach 2nd level, you have learned to cast spells.
Cantrips
At 2nd level, you know two cantrips of your choice from the Reaper spell list. You learn additional Reaper cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Reaper table.
Spell Slots
The Reaper 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.
Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice from the Reaper spell list.
The Spells Known column of the Reaper table shows when you learn more Reaper spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th 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 Reaper spells you know and replace it with another spell from the Reaper spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your Reaper spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Reaper spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Reaper Archetype
At 3rd level, you choose a Reaper archetype. Each archetype represents a way in which you serve Death, a role you play. Choose from Executioner, Jury or Judge, all detailed at the end of the class description. Your role grants you additional features at 3rd level and again at 6th, 10th, 14th and 18th level.
Sense Life
Starting at 5th level, you are able to sense the essence of other creatures Once per short, as a bonus action you can become aware of all living creatures within a 30' radius until the end of your next turn. You learn the number of living creatures within range and the approximate direction from which you sense them, but not their exact location.
Alternatively, you can choose to learn the current hit points of a number of creatures equal to or lower than your Wisdom modifier, that you can see within range.
Starting at 8th level you may use this feature two times between short rests and its range increases to 60'.
Martyr
As an emissary of Death you can take on the pain of others. Starting at 7th level, when an ally that you can see or that you can sense within the range of your Sense Life feature would receive a failed death saving throw either from rolling or taking damage, you can use your reaction to receive the death saving throw fail instead of your ally.
Additionally, you become more resilient to pain. You gain proficiency in Constitution saving throws.
Dead Man's Gambit
Starting at 11th level, resisting death requires more power and becomes more violent. When you successfully use your Resist the Harvest feature and drop to 1 hit point, all of your hit dice are immediately consumed. Roll the consumed dice. All creatures within 15' of you take radiant or necrotic damage equal to the total amount rolled and you heal for the same amount.
Running Out of Time
By 15th level you are starting to realize that you will soon need to repay your debt to Death. At the start of every round of combat after the first, your initiative increases by 5, which can move your turn in the turn order before somebody else's.
Last Stand
By 20th level you have mastered the craft of manipulating the essence of life. Whenever you roll initiative and you have no uses of your Death's Touch feature left, you regain two uses.
Whenever you roll initiative and you have no hit dice left, you regain a number of hit dice equal to your proficiency bonus.
Reaper Archetypes
Choose a role you will play in the process of death. You will serve Death as The Executioner, The Jury or The Judge.
The Executioner
As The Executioner, you have the best seat at every show, you're as close to the action as possible. Actually, you are the show. You're the one who does all the filthy work, right?
Being so close to death all the time means you have grown dull to the grotesque of it. Splattering and spraying of organs, cracking and crushing of spines, ripping and tearing of muscle is no unusual sight to you.
While you have some ranged options, you specialize in melee combat. You prefer to stay in your enemies' face, often taking on more than one at a time.
Professional
At 3rd level, you gain proficiency in martial weapons and heavy armor.
Fighting Style
At 3rd level, you also adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Touch of Iron
Starting at 3rd level, you no longer need to touch a creature to use your Death's Touch feature, instead you are able to channel it through your weapon.
When you hit a creature with a melee weapon attack, you can additionally choose to apply the effects of your Death's Touch feature, which consumes a charge as if you had used the feature itself.
When you do so, the base damage of the Death's Touch feature is reduced by 1d8.
For example, if you are a 5th level Reaper - Executioner, and you hit a creature with a melee weapon attack using a longsword, you may spend a charge of Death's Touch to increase the attack's damage by 1d8 instead of 2d8 necrotic or radiant damage. You may still spend your or a willing creature's hit dice to increase this damage.
Invigorate
Starting at 6th level, the thrill of taking a life energizes you. When you kill a creature with an attack that used your Death's Touch or your Touch of Iron features and you spent any number of hit dice to empower the attack, you can choose to regain half of the dice spent on the attack, rounded down, with a minimum of 1.
Onslaught
Starting at 10th level, your thirst for blood grows. When you kill a creature with an attack that used you Death's Touch or your Touch of Iron features, you can make another attack as a bonus action. This attack gains the same benefits that were granted to your previous attack by your Death's Touch or Touch of Iron features, without consuming another charge or more hit dice.
Rend
Starting at 14th level, you learn to maim your target with your attacks. When you hit a creature with a melee weapon attack, their speed is reduced by 5'.
Additionally, if your turn in the initiative order is before your target's turn, you may use your timing to your advantage. When you hit the target with a melee weapon attack, you can make another melee weapon attack against the same target as a bonus action.
Challenge
Starting at 18th level, there is no escaping you, as there is no escape from death. Your Sense Life feature gains a third effect that you can choose.
When you use your Sense life feature you can choose a number of creatures equal to or lower than your Wisdom modifier withing range. The chosen creatures must succeed on a Strength saving throw against your spell save DC or be grappled for 1 minute, as your shadow extends to capture them. They can repeat the saving throw again at the end of their turns, breaking free on a success.
The Jury
As The Jury, your role might be the most difficult one, you must stay neutral. Which gods know is not an easy task in the world we live in. But you can at least try to seem like you're being objective.
Luckily, behind the scenes you're free to pull the strings as you see fit. The Jury might not seem like the most powerful of agents, but your boons and your curses may turn the tides of a war.
Educated Advisor
When you choose this archetype at 3rd level, you learn two additional cantrips of your choice from the Wizard spell list.
Boons and Curses
Starting at 3rd level you gain the ability to manipulate creatures on the battlefield in various ways. You may bestow boons upon your allies and curses upon your enemies.
You know two Boons and two Curses of your choice. All of the Boons and Curses are detailed at the end of this archetype's description.
You learn one additional Boon or one additional Curse at 6th, 10th, 14th and 18th level.
You may use a total number of Boons and Curses equal to or lower than your proficiency bonus per short rest.
If a curse requires a saving throw, use your spell save DC.
Empowered Boons and Curses
You can choose to pour more of your essence into a Boon or a Curse to empower it.
Once per long rest you may choose to take necrotic or radiant damage equal to your level to use the empowered version of a Boon or Curse. This damage ignores all resistances and immunities.
Starting at 5th level you may empower your Boon or Curse two times per long rest. Starting at 11th level you can do so three times and starting at 17th level you can do so four times per long rest.
Touch of Health
Starting at 3rd level you can manipulate a creature's essence to cure their wounds and restore their vitality instead of dealing damage to them.
As an action, you can expend a charge of your Death's Touch feature to heal another creature by an amount equal to your Wisdom modifier.
You may increase the healing the creature recieves by spending a number of your hit dice equal to or lower than your proficiency bonus. The healing increases by an amount equal to the roll of your hit dice + your Constitution modifier per hit die spent.
If there is a willing creature within 5' of you, you may choose to use their hit dice and their Constitution modifier instead of your own or you could use a combination of both, as long as the total number of used hit dice is equal to or lower than your proficiency bonus.
Alleviation
Starting at 6th level, your presence functions as a conductor for creatures' essences. Whenever you kill a creature that is within the range of your Sense Life feature, you can use your reaction to trap a part of its essence, granting you temporary hit points equal to your Reaper level..
If an ally within the range of your Sense Life feature kills a creature within the range of your Sense life feature, you can instead spend your reaction to give your ally temporary hit points equal to your Reaper level.
Seemingly Trustworthy
Starting at 10th level, you can communicate telepathically with a creature you can see within 30' of you. You must share a language, that you both understand to use this feature. The creature you communicate with can also respond telepathically
While communicating in this way, as an action, you can force the creature to make a Charisma saving throw. On a failure, they are charmed and are compelled to speak truthfully to you for 1 minute. They can however, choose to not answer you. If they succeed on the saving throw you cannot use this feature on them again for 24 hours.
Success or fail, the creature does not know that it is or was charmed by you.
Renegotiate
Starting at 14th level you are able to ask Death to reconsider its decision. When you use your Martyr feature to take an ally's death saving throw failure, they also gain a death saving throw success.
Many Men
Starting at 18th level, as an action, you can make two illusiory copies of yourself appear at any location of your choosing within 30' of you. They last for 1 minute and require concentration to maintain.
If anybody passes through a copy it is revealed to be an illusion. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
On subsequent turns, you can make both copies move up to 30' as a bonus action, but if any one of them moves farther than 30' away from you, it disappears.
On subsequent turns, as an action, you can switch places with any of your copies, being teleported to where they are while you leave an illusion of yourself behind. If teleporting to a copy of yourself places you farther than 30' away from the other copy, the other copy vanishes.
Boons
Mark for Life
As an action, you can touch a creature within 5' of you to bestow a Boon upon them that protects them from damage. The Boon lasts until the end of your next turn.
The first time the marked creature would take damage, it immediately gains resistance to all of the damage types it would take. This resistance only protects the creature from taking damage one time, after which the Boon wears off.
If you choose to empower this Boon, the marked creature instead gains immunity to all of the damage types it would take.
Enrage
As an action, you can touch a creature within 5' of you to bestow a Boon upon them that increases the damage they deal by imbuing them with your powers. This Boon lasts for 1 minute and requires concentration to maintain.
Once per turn, when the marked creature deals damage, it may choose to do additional necrotic or radiant damage equal to your Wisdom modifier to a single target it hit.
If you choose to empower this Boon, the additional damage increases by an amount equal to your level.
Bulwark
As an action, you can touch a creature within 5' of you to share with them a part of your essence and bestow a Boon upon them that increases their fortitude. This Boon lasts for 1 minute and requires concentration to maintain.
The marked creature's AC is increased by an amount equal to your Constitution modifier.
If you choose to empower this Boon, your AC is also increased by an amount equal to your Constitution modifier.
Divide and Conquer
As an action you can touch a creature within 5' of you to bestow a Boon upon them that binds you together. This Boon lasts for 1 minute and requires concentration to maintain.
As long as the creature is marked, you two can use each other's senses; vision, hearing, smell and taste.
If you choose to empower this Boon, your bond strengthens. In addition to being able to share senses you also feel each other's pain. The marked creature gains resistance to all damage, but each time it takes damage, you receive an equal amount.
Prodigy
As an action, you can touch up to two creatures within 5' of you to bestow a Boon upon one of them or yourself, that helps them or you mimic the skill of one of you three. This Boon lasts for 1 hour.
Mark one of the up to two creatures or yourself. The marked creature gains proficiency in one skill, in which one of the other two creatures is proficient in.
If you choose to empower this Boon, the marked creature instead gains expertise in the selected skill.
Curses
Deathwish
As an action, you can mark one creature that you can see within 60' of you, to attempt to bestow a Curse upon them, that gives them a deathwish, seeing you as their Death. This Curse lasts for 1 minute and requires concentration to maintain.
The marked creature must succeed on a Wisdom saving throw or be charmed by you. While charmed in this way, the creature can not use it's bonus action or reaction and it can only use it's action to take the Dash action towards you. If the creature comes within 5' of you, the curse is broken. The marked creature can repeat the saving throw at the end of it's turns. On a success, the curse is broken.
If you choose to empower this curse, you can instead mark a number of creatures equal to or lower than your Wisdom modifier.
Break Their Will
As an action, you can mark one creature that you can see within 30' of you, to attempt to bestow a Curse upon them, that makes them see you as Death itself. This Curse lasts for 1 minute and requires concentration to maintain.
The marked creature must succeed on a Wisdom saving throw or be feared. While feared in this way, the creature spends its turns running away from you and is only able to use its action immediately at the start of the turn to take the Dash action. If the creature is unable to see you and you are unable to see them, the curse is broken. The creature can repeat the saving throw at the end of its turns. On a success, the curse is broken.
If you choose to empower this curse, you can instead mark a number of creatures equal to or lower than your Wisdom modifier.
Paralysis
As an action, you can mark one creature that you can see within 30' of you, to attempt to bestow a Curse upon them, that stuns them with fear.
The marked creature must succeed on a Charisma saving throw or be stunned until the end of their next turn. On a success, the curse is broken.
If you choose to empower this curse, you can instead mark a number of creatures equal to or lower than your Wisdom modifier.
Unfortune
As an action, you can mark one creature that you can see within 60' of you, to attempt to bestow a Curse upon them, that gives them bad luck. This Curse lasts for 1 minute and requires concentration to maintain.
The marked creature must succeed on a Wisdom saving throw. On a failure, the marked creature gains a 1d6 penalty to all ability checks while the Curse lasts.
If you choose to empower this curse, you can also choose to give it the penalty on attack rolls or saving throws.
Flesh and Blood
As an action, you can mark one creature that you can see within 60' of you, to attempt to bestow a Curse upon them, that bonds you together. This Curse lasts for 1 minute.
The marked creature must succeed on a Constitution saving throw. On a failure, you are able to share your pain with the marked creature. When you take damage, the marked creature takes damage equal to half the damage you took. Whenever the marked creature takes damage from this Curse, it can repeat the saving throw. On a success, the curse is broken.
If you choose to empower this curse, you have advantage on Wisdom (Perception), Wisdom (Survival) and Intelligence (Investigation) checks made to locate the creature.
Judge
As The Judge, your role is to uphold the law. You are granted great power, as you are free to interpret the law as you see fit. Just be cautious to not bend the rules too much, as you might bring down the wrath of Death upon you.
Also, be careful with your judgments. Once they are spoken, they should be final. And most importantly, do not let yourself be undermined - you are the authority after all.
Bookkeeper
At 3rd level you learn one additional spell of your choice from the Reaper spell list. You learn another additional spell from the Reaper spell list when you reach 6th, 10th, 14th and 18th level in the Reaper class.
Fluid Essence
Starting at 3rd level, you are able to sacrifice a part of your own essence to gain greater power. As a bonus action, you can choose to take radiant or necrotic damage to create a spell slot.
This damage ignores all resistances and immunities. The Fluid Essence table shows how much damage you must take to create a spell slot of a certain level. You can only create a spell slot of up to 5th level. You can however create a spell slot which you currently do not have access to.
For example, a level 3 Reaper - Judge could choose to take 5d6 points of radiant or necrotic damage to create a level 4 spell slot.
Fluid Essence Table
Spell Level | Damage |
---|---|
1st | 2d6 |
2nd | 3d6 |
3rd | 5d6 |
4th | 6d6 |
5th | 7d6 |
Essence Influence
Starting at 6th level, you are able to influence your spells ways by imbuing them with your essence. You can choose to take radiant or necrotic damage to augment your spells in different ways. This damage ignores all resistances and immunities.
At level 6 you know two Influences of your choice. You learn additional Influences at 10th, 14th and 18th level.
Influence Focus
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can take 3d6 points of necrotic or radiant damage to give one target of the spell disadvantage on its first saving throw made against the spell.
Influence Duration
When you cast a spell that has a duration of 1 minute or longer, you can take 1d6 points of necrotic or radiant damage to double its Duration, to a maximum Duration of 24 hours.
Influence Perception
When you cast a spell, you can take 1d6 points of necrotic or radiant damage to cast it without any somatic or verbal components.
Influence Power
When you roll damage for a spell, you can take 1d6 points of necrotic or radiant damage to reroll a number of the damage dice up to your Wisdom modifier (minimum of one). You must use the new rolls.
Influence Range
When you cast a spell that has a range of 5 feet or greater, you can take 1d6 points of necrotic or radiant damage to double the range of the spell.
When you cast a spell that has a range of touch, you can take 1d6 points of necrotic or radiant damage to make the range of the spell 30 feet.
Influence Safety
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 can take 1d6 points of necrotic or radiant damage 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.
Influence Speed
When you Cast a Spell that has a casting time of 1 action, you can 2d6 points of necrotic or radiant damage to change the casting time to 1 bonus action for this casting.
Lawful Immunity
Starting at 10th level, foes should know better than to harm you. When a creature hits you with an attack, you can immediately spend your reaction to deal necrotic or radiant damage to them equal to your level.
You can only use this feature once per short rest. You regain the use of it after completing a rest.
Weigh Life
Starting at 14th level, you gain a third option to choose from when you use your Sense Life feature.
When you use your Sense Life feature you can choose to attempt to switch places with a creature. Select one creature within the range of your Sense life feature. If their current hit points are lower than yours, you can force the creature to make a Constitution saving throw against your spell save DC. On a failure, they are instantly teleported to your current location as you are teleported to their location.
Judgement Day
Starting at 18th level, you are able to create spell slots of higher levels. When you use your Fluid Essence feature you may create spell slots of up to 7th level.
The cost of creating a 6th level spell slots is 9d6 points of necrotic or radiant damage and the cost of creating a 7th level spell slot is 10d6 points of necrotic or radiant damage.
Cantrips (0 Level)
- Booming Blade
- Chill Touch
- Dancing Lights
- Green-Flame Blade
- Message
- Prestidigitation
- Ray of Frost
- Sacred Flame
- Spare the Dying
- Toll the Dead
1st Level
- Armor of Agathys
- Arms of Hadar
- Bane
- Bless
- Cause Fear
- Charm Person
- Command
- Compelled Duel
- Detect Evil and Good
- Dissonant Whispers
- False Life
- Hellish Rebuke
- Inflict Wounds
- Ray of Sickness
- Sleep
- Tasha's Hideous Laughter
- Witch Bolt
2nd Level
- Blindness/Deafness
- Blur
- Cloud of Daggers
- Crown of Madness
- Darkness
- Detect Thoughts
- Enthrall
- Gentle Repose
- Hold Person
- Levitate
- Lesser Restoration
- Misty Step
- Pass Without a Trace
- Shadow Blade
- Silence
- Zone of Truth
3rd Level
- Animate Dead
- Bestow Curse
- Clairvoyance
- Feign Death
- Glyph of Warding
- Haste
- Life Transference
- Nondetection
- Remove Curse
- Revivify
- Speak with Dead
- Stinking Cloud
- Spirit Guardians
- Vampiric Touch
4th Level
- Aura of Life
- Banishment
- Blight
- Char Monster
- Death Ward
- Divination
- Evard's Black Tentacles
- Guardian of Faith
- Locate Creature
- Mordenkainen's Faithful Hound
- Shadow of Moil
5th Level
- Cone of Cold
- Danse Macabre
- Destructive Wave
- Dominate Person
- Enervation
- Greater Restoration
- Hold Monster
- Mislead
- Negative Energy Flood
- Raise Dead
- Reincarnate
- Wall of Light
Made by @ShitMyPlayersSay on Instagram.
Art
The art I found (in order of appearance) is from Lee Kent (ArtStation), sparklymrfox (DeviantArt), andrebdois (DeviantArt), Wacalac (DeviantArt) and Leonardo Borazio (ArtStation).