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Class Features


Reaper emblem: a hooded figure with a scythe and a blue spectral lantern, framed by thorns and skulls

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 after 1st.

Proficiencies

Armor: None.

Weapons: Simple weapons, shortswords, scythes.

Tools: One type of artisan’s tools or one musical instrument of your choice.

Saving Throws: Dexterity, Charisma.

Skills: Choose two from Acrobatics, Athletics, Stealth, Intimidation, Insight, Persuasion, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a scythe or (b) any simple weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • A lantern (a vessel for souls)
  • 4 daggers

Level 1-20 Features


Reaper Progression


Level
Proficiency
Bonus
Dread
Arts
Maximum
Souls
Reaper’s
Wake

Features
1 +2 1d4 - - Unarmored Defense, Dread Arsenal
2 +2 1d4 2 9 m Soul Lantern, Aura of Entropy
Vitality Harvest, Reaper’s Wake
3 +2 1d4 3 9 m Dread Tradition, Occult Parry, Echoes of the Beyond
4 +2 1d4 4 9 m Ability Score Improvement, Damned Chain
5 +3 1d6 5 9 m Extra Attack, Lethargic Strike
6 +3 1d6 6 12 m Resonant Blade, Dread Tradition feature
7 +3 1d6 7 12 m Ethereal Shroud, Sepulchral Dominion
8 +3 1d6 8 12 m Ability Score Improvement
9 +4 1d6 9 12 m Lingering Rifts
10 +4 1d6 10 15 m Sepulchral Vitality
11 +4 1d8 11 15 m Dread Tradition feature, Improved Vitality Harvest
12 +4 1d8 12 15 m Ability Score Improvement
13 +5 1d8 13 15 m Whispers of the Veil
14 +5 1d8 14 18 m Spirit Anchor
15 +5 1d8 15 18 m Timeless Body
16 +5 1d8 16 18 m Ability Score Improvement
17 +6 1d10 17 18 m Dread Tradition feature
18 +6 1d10 18 21 m Mantle of Death
19 +6 1d10 19 21 m Ability Score Improvement
20 +6 1d10 20 21 m Sepulchral Paragon

The progression table above will guide you as you advance as a Reaper. Refer to it whenever you gain a level.

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and wielding no shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Dread Arsenal

At 1st level, your martial training gives you mastery of combat styles that use unarmed strikes and reaper weapons. Reaper weapons are scythes, shortswords, and any simple melee weapons that lack the two-handed and heavy properties, with an exception for the scythe. You gain the following benefits while you are unarmed or wielding only reaper weapons, and you are wearing no armor and wielding no shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and reaper weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or reaper weapon. This die changes as you gain Reaper levels, as shown in the Dread Arts column of the Reaper table.
  • When you take the Attack action with an unarmed strike or a reaper weapon on your turn, you can make one unarmed strike as a bonus action.

Soul Lantern

Starting at 2nd level, you begin each combat with 0 souls. You can store a maximum number of Soul Fragments equal to your Reaper level. You harvest Soul Fragments from hostile creatures whose challenge rating is greater than 0:

  • Inevitable Harvest: When a hostile creature dies within 9 meters of you, you automatically absorb 1 Soul Fragment. The total number of Soul Fragments or Soul Sparks that Inevitable Harvest can generate per round cannot exceed your proficiency bonus.
  • Severing Strike: Once per turn, when you hit a hostile creature with a melee attack, you gain 1 Soul Fragment. A Reaper who gains a Soul Fragment through Severing Strike can spend it immediately on the same attack, after resolving the attack’s damage.
  • Fragmented Essence: Undead and constructs have no true soul. Against these creatures, Inevitable Harvest and Severing Strike generate only a Soul Spark. As soon as you accumulate two Soul Sparks, they merge into one complete Soul Fragment.

A creature can generate a Soul Fragment or Soul Spark only if it is a real hostile creature actively participating in the encounter. A creature summoned, conjured, created, controlled, or deliberately sacrificed by you or your allies never generates a Soul Fragment or Soul Spark.

All unspent souls dissipate 1 minute after combat ends.

Reaper feature save DC = 8 + your proficiency bonus + your Charisma modifier

Aura of Entropy

Starting at 2nd level, during combat and for 1 minute after it ends, whenever you regain hit points through a spell or magical feature from another allied creature, halve the number of hit points restored, rounding down, to a minimum of 1. This reduction does not apply to Hit Dice, short rests, long rests, potions, or healing you grant yourself.

Vitality Harvest

At 2nd level, once on your turn, when you hit a hostile creature with a melee attack, you can immediately consume up to 3 Soul Fragments from your lantern without using an action. Roll your Dread Arts die for each fragment spent this way. You regain hit points equal to the total rolled + your Constitution modifier.

Starting at 11th level, if one of the Dread Arts dice rolled for this feature shows a 1 or 2, you can reroll that die. You must use the new roll.

Starting at 17th level, you can reroll up to two dice that show a 1 or 2 instead of just one.

Reaper’s Wake

Starting at 2nd level, as a bonus action on your turn, you can spend 1 Soul Fragment to magically teleport to an unoccupied space you can see. The distance of this teleportation is shown in the Reaper’s Wake column of the Reaper table. This teleportation does not provoke opportunity attacks. You leave a spectral tear in the space you just left. At the end of your current turn, you automatically teleport back to the space occupied by the tear, closing the passage behind you.

If the return space is occupied or cannot be reached when you must return to your spectral tear, you reappear in the nearest unoccupied space to the tear. If no unoccupied space is available within 1.50 meters, you do not return automatically.

Dread Tradition

At 3rd level, you commit to a Dread Tradition, which grants you features at 3rd, 6th, 11th, and 17th levels.

Occult Parry

Starting at 3rd level, when you are hit directly by a ranged spell attack, you can use your reaction to deflect the offensive magic. Reduce the damage you take by 1d10 + your Dexterity modifier + your Reaper level. If you reduce the damage to 0 and have at least one free hand, you can spend 1 Soul Fragment to make a ranged spell attack with a range of 18 meters as part of the same reaction, using your Charisma modifier. On a hit, the target takes force damage equal to one roll of your Dread Arts die.

Echoes of the Beyond

Starting at 3rd level, outside combat, your lantern naturally attracts wandering spirits and residual energy. After 1 minute outside combat, it passively generates a number of Soul Fragments equal to your proficiency bonus. Once you use your Soul Fragments, they cannot reform; you must wait until another combat or a short or long rest before you can benefit from this feature again. You can spend these fragments on your features normally. However, these ambient souls are fragile and terrified of violence. As soon as you roll initiative, all Soul Fragments currently in your lantern instantly dissipate.

Ability Score Improvement

At 4th level, and again at 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above 20 using this feature.

Damned Chain

Starting at 4th level, when you take the Attack action on your turn, you can replace one or more of your attacks with a Damned Chain. You can also use Damned Chain as a bonus action by spending 1 Soul Fragment.

When you use Damned Chain, target a Large or smaller creature within 9 meters. The target must succeed on a Strength saving throw against your feature save DC. On a failed save, it takes necrotic damage equal to one roll of your Dread Arts die and is pulled in a straight line to an unoccupied space adjacent to you. If there is no direct path along which it can be pulled to you, it is pulled as far as possible before reaching the obstacle.

Starting at 11th level, Damned Chain can target a Huge or smaller creature.

Extra Attack

Starting at 5th level, you can attack twice when you take the Attack action.

Lethargic Strike

Starting at 5th level, when you hit a creature in melee, you can spend 1 Soul Fragment. The target must succeed on a Charisma saving throw. On a failed save, its body is numbed until the end of your next turn: its speed is halved, it cannot take reactions, and on its turn it can take either an action or a bonus action, but not both. Lethargic Strike does not prevent a creature from taking legendary actions unless otherwise stated.

Resonant Blade

Starting at 6th level, your attacks with reaper weapons and your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

At the end of a long rest, you can alter the resonance of your essence. Choose cold, fire, radiant, necrotic, or your weapon’s normal damage type. Your unarmed strikes and attacks with reaper weapons deal that damage type until you use this feature again.

Ethereal Shroud

Starting at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to briefly shift into the Ethereal Plane. You take no damage on a successful save and only half damage on a failed save.

Sepulchral Dominion

Starting at 7th level, if you are restrained or frightened, you can consume 1 Soul Fragment without using an action to immediately end that condition, even if it prevents you from acting normally. If a creature caused the condition, that creature takes psychic damage equal to one roll of your Dread Arts die.

Lingering Rifts

Starting at 9th level, when you use Reaper’s Wake, you can choose to cancel the automatic return at the end of your turn. If you do, the tear at your starting point becomes a glowing, visible rift, and a second rift appears in the space you currently occupy. These rifts persist for 1 minute or until you use Reaper’s Wake again. While you are within 1.50 meters of either rift, you can spend 1 Soul Fragment as a bonus action to instantly teleport to the space of the other rift.

Sepulchral Vitality

Starting at 10th level, the energy of death flowing through you purges all mortal corruption from your body. You are immune to disease. In addition, the density of your soul grants you resistance to necrotic damage, and your hit point maximum cannot be reduced in any way by a spell or an enemy’s feature.

Whispers of the Veil

Starting at 13th level, you reach into the very essence of spiritual communication. You can cast Speak with Dead at will, without expending a spell slot or providing material components. In addition, your eyes learn to pierce the veil of death: you gain Ethereal Sight, allowing you to see into the Ethereal Plane out to a distance of 18 meters.

Spirit Anchor

Starting at 14th level, your soul is so dense that it is almost impossible to alter. You gain proficiency in all saving throws. In addition, when you fail a saving throw, you can spend 1 Soul Fragment to reroll it. You must use the new roll.

Timeless Body

Starting at 15th level, the death magic suffusing your body holds it in perfect stasis. You no longer suffer the effects of old age and cannot be aged magically. In addition, you no longer need to eat, drink, or breathe.

Mantle of Death

Starting at 18th level, you can use your action and spend 4 Soul Fragments to don the Mantle of Death. When you do, you become invisible for 1 minute and gain resistance to all damage except force damage. This invisibility ends when the effect ends, but not when you attack or use a feature.

In addition, you can spend 7 Soul Fragments to cast Etherealness on yourself, without expending a spell slot or providing any components.

Sepulchral Paragon

At 20th level, you have become a true force of nature, the embodiment of death itself. When you roll initiative and have no Soul Fragments in your lantern, you immediately gain 4.

In addition, your scythe cuts the very threads of fate. When a creature dies after taking damage from you, you can choose to reap its soul permanently. It cannot be brought back to life by any means except a Wish spell or direct divine intervention.