Reaper

by Bessmertni

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The Reaper

A Necromancer Roguish Archetype

You focus your training on the grim art of death and undeath. Those who adhere to this archetype utilize the darkness of necromancy to eliminate their targets and continue to use in undeath for your own purposes.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 1i for the wizard spell list.

Cantrips. You learn three cantrips: chill touch and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level. Spell Slots. The necrotic assassin Spellcasting 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 wizard spells of your choice, two of which you must choose from the necromancy and evocation spells on the wizard spell list.

The Spells Known column of the necrotic assassin Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a necromancy or evocation spell of your choice and must be of a level for which you have spell slots. For instance, when you reach 7th level in this c1ass. you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th. 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this c1ass, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots. and it must be a necromancy or evocation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Touch of Death

Starting at 3rd level, when you cast chill touch, you can make necrotic skeletal hand invisible and gain the following abilities with it.

  • You gain advantage on chill touch attack rolls.
  • When the attack hits, it will stay attached and cause damage each round for every two rogue levels past 3rd, lasting 2 rounds at 5th, 3 rounds at 7th level, and so on.
  • The creature can’t heal until the hand dissipates.
  • Multiple hands my exist but only one can be attached to a single creature at a time.

At higher levels. The amount damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Reaper Spellcasting
Level Cantrips Spells 1st 2nd 3rd 4th
3rd 3 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 3
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Ranged Wounds

Starting at 9th level, when you are hidden, you may cast inflict wounds as ranged spell from up to 30 feet away, and you gain an additional 1d10 damage die.

Instant Animation

Starting at 13th level you gain animate dead as a bonus spell that doesn’t count against your total known spells. When you make any melee attack that reduces a creature to 0 hit points you may use an available spell slot to cast animate dead on them as a bonus action without the need of a material component, using your weapon as a focus. When done in this way the spell can only effect a single corpse.

Steal Skeleton

At 17th level you are able to focus your necrotic energy to rip at the skeletal system of a small, medium or large creature. This pull on the bones causes 8d8 of damage as they shift and vibrate. If the damage cause by this brings to creature to 0 hit points or lower the entire skeleton is disgorged from the flesh as an animated skeleton, dripping with blood and leaving the victim a quivering pile of flesh and gore. It is under the control of the rogue for up to 24 hours. You can use this feature once per long rest.

Credits

Page 1 - AI Art by Impy Collections
Page 2 - Paizo: Pathfinder Bestiary 6

 

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