The Reaper
Level | Proficiency Bonus | Features | Spell Slots | Slot Level |
---|---|---|---|---|
1st | +2 | Perverse Form, Voidsense | - | - |
2nd | +2 | Fighting Style, Pact Magic | 1 | 1st |
3rd | +2 | Voidsent Bond | 1 | 1st |
4th | +2 | Ability Score Improvement | 2 | 1st |
5th | +3 | Extra Attack | 2 | 2nd |
6th | +3 | Like Attracts Like | 2 | 2nd |
7th | +3 | Voidsent Bond Feature | 2 | 2nd |
8th | +3 | Ability Score Improvement | 2 | 2nd |
9th | +4 | - | 2 | 3rd |
10th | +4 | Vodsent Bond Feature | 2 | 3rd |
11th | +4 | Soul Reaver | 3 | 3rd |
12th | +4 | Ability Score Improvement | 3 | 3rd |
13th | +5 | - | 3 | 4th |
14th | +5 | Voidsent Bond Feature | 3 | 4th |
15th | +5 | Gluttony | 3 | 4th |
16th | +5 | Ability Score Improvement | 3 | 4th |
17th | +6 | - | 4 | 5th |
18th | +6 | Enshroud | 4 | 5th |
19th | +6 | Ability Score Improvement | 4 | 5th |
20th | +6 | Communio | 4 | 5th |
Class Features
As reaper, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per reaper level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per reaper level
Proficiencies
- Armor: Light and medium armor
- Weapons: Simple weapons, martial weapons
- Tools: none
- Saving Throws: Dexterity, Charisma
- Skills: Choose two skills from Arcana, Acrobatics, Athletics, Deception, Insight, Intimidation, Persuasion, and Religion
- Languages: Abyssal
Battle Scythe
Most Reapers make use of a specialized scythe which is a martial weapon that has the following properties: Two-Handed, Finesse, deals 2d4 slashing damage. Cost 20gp.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a battle scythe or (b) one martial melee weapon
- (a) two handaxes (b) two daggers, or (c) a light crossbow and 20 bolts
- (a) scale mail or (b) leather armor
- (a) a dungeoneer's pack or (b) a priest's pack
Perverse Form
Void magics distort the body as much as they threaten the soul. Upon establishing a connection with an avatar, you can manifest it within you to slightly change your form. As an action, choose one of the following:
- Corrupted Visage: You take on a demonic appearance, granting you advantage on Charisma (Intimidation) checks, but disadvantage on Charisma (Persuasion) checks.
- Otherworldly Claws: Fiendish claws spring from your hands. For the duration, you have a climbing speed equal to your walking speed. Your claws are also natural weapons with the Finesse property, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Relentless Hunter: Fiendish wings emerge from your back, strong enough to get you off the ground but not enough to keep you there. You gain a jumping speed equal to your movement speed.
The selected effect lasts for one minute and you can dismiss it earlier as a bonus action. You may manifest one of these effects a number of times equal to your proficiency bonus, regaining all uses when you complete a long rest.
Voidsense
Also at first level, you gain a sense for openings into the space between shards. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you, or
within 6 miles if it is a portal to your avatar's home plane- typically the Thirteenth Shard. Once you use this feature, you can't use it again until you finish a short or long rest.
Fighting Style
At 2nd level, you 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.
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Arcane Warrior: You learn two cantrips of your choice from the Black Mage spell list. They count as reaper spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Black Mage spell list
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Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
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Defense: While you are wearing armor, you gain a +1 bonus to AC.
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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.
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Ravaging: Your unarmed strikes gain the finesse property and deal bludgeoning damage equal to 1d6 + your Strength or Dexterity modifier on a hit. Additionally, if you aren't wielding a shield when you use the Attack action and only attack with unarmed strikes, you can make one additional unarmed strike as a bonus action. While your Otherworldly Claws are manifested, your unarmed strike damage is increased to 1d8, you can inflict slashing damage instead of the bludgeoning damage normal for an unarmed strike, and your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
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Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Pact Magic
The magic bestowed on you by your avatar has given you facility with spells.
Preparing and Casting Spells
The reaper table shows how many spell slots you have to cast your reaper spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your reaper spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
You prepare the list of reaper spells that are available for you to cast, choosing from the reaper spell list. When you do so, choose a number of reaper spells equal to your Charisma modifier + half your reaper level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, when you are 5th level, you have two 2nd-level slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell false life, you must spend one of those slots, and you cast it as a 2nd-level spell.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of reaper spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your reaper spells, so 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 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
You can use a simple or martial melee weapon you are proficient with as a spellcasting focus for your Reaper spells.
Voidsent Bond
At 3rd level you embrace more of your connection with your avatar, granting you additional abilities. Your choice of bond grants you features at 3rd level and again at 7th, 10th and 14th levels.
Ability Score Improvement
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
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Like Attracts Like
The toch of the void registers on your senses like a bitter yet tempting odor. At 6th level, you know the location of any fiend within 30 feet of you that is not behind total cover. Additionally, you have advantage on Wisdom (Survival) checks to track fiends, as well as on Intelligence checks to recall information about them.
Soul Reaver
At 11th level, after you spend a Reaper spell slot to either cast a Reaper spell or use a Voidsent Bond feature, your avatar's power will inhabit you for one hour, charging you with voracious energy. You can expend this charge to fuel relentless attacks.
- Gallows: When you successfully hit a creature with a melee weapon attack, you can expend a charge of Soul Reaver to attempt another attack against them with the same weapon.
- Gibbet: As a bonus action, you can expend a charge of Soul Reaver to launch a blade of void energy from a melee weapon you are wielding. Make a ranged spell attack against a creature within 60 feet of you. On a hit, they take force damage equal to your weapon's damage plus your Charisma modifier.
- Guillotine: As a action, you can expend a charge of Soul Reaver to make melee weapon attacks against any number of creatures in a 15 foot cone originating from a space within your weapon's reach.
Gluttony
Starting at 15th level, you gain two charges of Soul Reaver when you expend a Reaper spell slot.
Enshroud
At 18th level, as a bonus action, you can offer your flesh as a vessel to your avatar. You gain a number of Soul Reaver charges equal to your Charisma modifier. While you have any of these charges, all effects for Perverse Form are active, and your appearance is visibly altered to resemble your avatar. This transformation lasts for a number of rounds equal to your Charisma modifier, and you lose all Soul Reaver charges when it ends. You can use this ability once and regain the ability to do so when you complete a long rest.
Communio
At 20th level, you can fully weaponize the void magics you channel. As an action while you are under the effects of your Enshroud, you can expend a charge of Soul Reaver to expel the residual energy of your avatar from your body as an all-consuming blast. When you do so, all creatures of your choice in a 20 foot radius from a point you can see within 60 feet of you must make a Dexterity saving throw. A target takes 5d6 force and 5d6 necrotic damage on a failed save, or half as much damage on a successful one. Your Enshroud ends when you do so.
Bond Manifest
Your bond with your voidsent avatar is echoed in your combat style. The Channeler favors the manipulaion of void energy to fuel spells. The Manifester calls upon their avatar to fight along their side. The Thresher is a ferocious melee combatant that wreaks death with every swing.
Channeler
Channelers boast a heightened magical affinity, allowing them to efficiently power spells. Their control of fiendish magics is rivaled only by Black Mages.
Harpe
When you select this Voidsent Bond, you learn the eldritch blast catrip. It is a Reaper spell for you and you add your Charisma modifier to the damage it deals on a hit.
Additionally, if you use a melee weapon that has a bonus to attack and damage rolls as a spellcasting focus to cast a Reaper spell, you may apply the same bonus to spell attack rolls you make.
Fiendish Mind
At 7th level, you can readily recognize the telltale signs of magic originating from the void. When you make an Intelligence check to recognize a spell or magical effect, you automatically succeed if it is or is caused by a Reaper or Black Mage spell of 5th level or lower.
Harvest Moon
At 10th level, your control of void magic allows you to charge your weapon with it over the course of a minute or as an action by expending a Reaper spell slot. Within next hour, as an action you can throw to the imbued weapon to a point you can see within 60 feet, after which the imbued magic detonates in a 20-foot-radius, 40-foot-high cylinder. Any creatures within the area of effect must succeed on a Dexterity saving throw or take necrotic and force damage, both equal to your weapon's damage plus your Charisma modifier. After the attack, the weapon teleports back to your hand and is no longer imbued.
Verboten Master
At 14th level, you can spend 1 minute entreating your avatar for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
Manifester
Some Reapers are of particular interest, or perhaps amusement, to their avatar for myriad reasons. The fiend is compelled to directly intervene for their partner's sake.
Dark Alliance
When you select this Voidsent Bond, your voidsent avatar fights on your behalf and indulges your commands. You can review their stats in the statblock below.
In combat, the voidsent acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the voidsent to take the Attack action. If you are incapacitated, the voidsent can take any action of its choice, not just Dodge.
Voidsent Avatar
Medium Fiend (Voidsent)
- Armor Class 13 + PB
- Hit Points 5 + four times your class level (the Avatar has a number of Hit Dice [d6s] equal to your Reaper level)
- Speed 30ft. (hover)
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 15 (+2) 14 (+2) 8 (-1) 11(0)
- Senses darkvision 60ft., passive Perception 9
- Languages understands the languages of its summoner but can only speak telepathically to its summoner
- Challenge -
- Proficiency Bonus equals your bonus
Void Bond. You can add your proficiency bonus to any ability check or saving throw the avatar makes.
Incorporeal Movement. The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Actions
Rend. Melee Weapon Attack: your spell attack modifier to hit, Reach 5ft., one target. Hit: 9 (1d8 + 2 + PB) slashing damage
When the avatar is reduced to 0 hp, their essence returns to your aether instead of them dying. You can use your action to expend a Reaper spell slot and cause them to reform after 1 minute with all their hit points restored, and they automatically reform at the end of a long rest. As an action you can also cause the avatar to disappear, carried within
your body and soul. You can manifest them in an unoccupied space within 20 feet of you as an action, or automatically when you roll initiative.
Fiendish Bond
At 7th level, your connection with your avatar lets you forge a more powerful bond with the creatures you draw into this star. Your avatar or any abberation, fiend, monstrosity, or undead summoned or created by a Reaper spell that you cast gains two benefits:
- The damage from its weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
- You can command it telepathically while it is within 100 feet of you.
Additionally, you can use your avatar's senses as your own. As an action, you can see through the avatar's eyes and hear what they hear until the start of your next turn. During this time, you are deaf and blind with regard to your own senses and you must maintain concentration like you were concentrating on a spell.
Arcane Circle
At 10th level, you can imbue your allies within 30 feet of you with fiendish power as an action. Once per round for a number of rounds equal to your Charisma modifier, they can deal an additional 1d4 force and 1d4 necrotic damage to one creature that they inflict damage to. Once you use this feature, you cannot do so again until you complete a long rest, unless you expend a reaper spell slot to do so.
Immortal Sacrifice
At 14th level you can draw power from your allies- or rather the suffering they inflict. As a reaction when a creature affected by your Arcane Circle inflicts force or necrotic damage to another creature, you can gain a charge of Soul Reaver.
Thresher
Threshers are the most common of Reapers, eschewing excessive reliance on fiendish magic where possible in favor of enhancing their physical capabilities.
Shadow of Death
When you choose this Voidsent Bond, you gain the ability to imbue dark power through your weapon strikes. When you hit a target with a melee attack, you can afflict them with a voidsent curse known as Death's Design. Death's Design lasts for 1 minute and ends early if the target dies, you die, or you are incapacitated. Until Death's Design ends, you gain the following benefits:
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You gain a bonus to damage rolls with melee weapons and unarmed strikes against the cursed target. The bonus equals your proficiency bonus.
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Any melee attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
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If the cursed target dies, you regain hit points equal to your Reaper level + your Charisma modifier (minimum of 1 hit point).
You can use this ability once, and regain the ability to do so when you roll initiative.
Hellsgate
At 7th level, your expanding affinity for void magic grants you the ability to generate short-lived portals. As a bonus action,
you can select a location you can see within 30 feet of you and be teleported to to the selected location. This leaves a portal at your original location that lingers for 3 rounds before dissipating. At the end of any turn while the portal is active, you can choose to teleport back to its location (no action required), after which it immediately dissipates.
You can use this ability once, and regain the ability to do so when you roll initiative.
Whorl of Death
At 11th level, you can cut down hordes of foes as easily as a field of wheat. You can use your action to make melee attacks against any number of creatures within your weapon's reach, with a separate attack roll for each target. Each creature you hit becomes affected by Death's Design for a number of rounds equal to your Charisma modifier.
Once you use this ability, you cannot do so again until you complete a short or long rest, unless you expend a reaper spell slot to do so.
Death Warrant
Starting at 14th level, when a creature cursed by your Death's Design dies, you gain a charge of Soul Reaver. If the Death's Design was applied by your Shadow of Death, you can also apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply Death's Design in this way, you don't regain hit points from the death of the previously cursed creature.
Reaper Spells
1st Level
- Arms of Hadar
- Bane
- Cause Fear
- Dark
- Detect Evil and Good
- Dissonant Whispers
- Expeditious Retreat
- False Life
- Hex
- Inflict Wounds
- Protection From Evil and Good
- Searing Smite
- Thunderous Smite
- Wrathful Smite
- Zephyr Strike
2nd Level
- Blur
- Branding Smite
- Crown of Madness
- Darkness
- Darkra
- Darkvision
- Magic Weapon
- Misty Step
- Ray of Enfeeblement
- Rope Trick
- Shadow Blade
- Spider Climb
3rd Level
- Animate Dead
- Bestow Curse
- Darkga
- Elemental Weapon
- Fear
- Haste
- Hunger of Hadar
- Life Transference
- Magic Circle
- Remove Curse
- Speak With Dead
- Spirit Guardians
- Spirit Shroud
- Summon Lesser Demons
- Summon Shadowspawn
- Vampiric Touch
4th Level
- Banishment
- Blight
- Death Ward
- Dimension Door
- Freedom of Movement
- Phantasmal Killer
- Shadow of Moil
- Staggering Smite
- Summon Aberration
- Summon Greater Demon
5th Level
- Antilife Shell
- Banishing Smite
- Circle of Power
- Contact Other Plane
- Danse Macabre
- Dispel Evil and Good
- Enervation
- Far Step
- Infernal Calling
- Negative Energy Flood
- Steel Wind Strike
- Teleportation Circle