Base Class: Ranger
The Reapers are known for their love of balance. They seek to keep the forces of life and death in check, by hunting and killing creatures that have lingered for longer than fated. Inscribing their weapons with rune of death, they fulfill the role of the Grim Reaper in whatever way they can. Often times they are hired as assassins and exterminators, but the more faithful seek guidance from the spiritual forces to learn of their next target. Necromancy and undeath are considered an abomination, but only when it is used to cheat death, or steal life from the innocent. The Reapers have no qualms with using necromantic magic in order to restore balance, and any undead employed in their services is given free will. To reapers, rot, disease, and death, are merely another side to the beauty that is life.
Reaper Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Reaper Spells
| Ranger Level | Spell |
|---|---|
| 3rd | cause fear (alt: false life, ray of sickness) |
| 5th | silence (alt: darkness, pass without trace) |
| 9th | speak with dead (alt: summon undead) |
| 13th | blight (alt: death ward, phantasmal killer) |
| 17th | cone of cold (alt: raise dead, antilife barrier) |
Harvester
Starting at the 3rd level, you may choose a weapon to carve the Runes of Death, which allow you to augment yourself with the power of a Grim Reaper. You may choose any weapon you are proficient with and designate it as your Harvester. Your Reaper abilities all use these runes, which are expended on use, and do not recharge with a rest. In order to recharge a rune's use, you must fracture life force, which means you or an ally within 60 feet must perform a killing blow on any creature. (any further requirements are stated in the specific rune)
If you wish to change which weapon is your Harvester, you must spend a long rest destroying the previous weapon, and inscribing your new weapon with the magic emanating from the previous ones remains.
Touch of Death: Thul
Starting at 3rd level, you imbue your weapon with the first rune, Thul.
As a bonus action, you mark one creature you can see within 60 feet of you for death. The first time you make an attack on any creature each turn, it takes 1d6 frost or necrotic damage (your choice). This benefit can be used a number of times equal to your proficiency bonus. This does not refresh on a long rest. Instead, you may regain one charge upon performing a killing blow on a creature.
Eyes of Death: Vol
At 3rd level, you inscribe the second rune onto your Harvester, Vol, granting you sight beyond death to hunt the marked. As an action, you may choose a creature and mark it for the Harvest. You must have touched (not necessarily damaged) the target with your Harvester.
The target must then make a Wisdom saving throw, based on your spellcasting modifier. If the target succeeds, a pale mist appears around the target for one round and dissipates. On a failure, the target is marked by the ranger. The ranger has advantage on saving throws that track the creature, and the ranger can see a glowing mist that outlines the creature, even in complete darkness and through walls, as long as the creature is in 60 ft. of the ranger.
At 7th level, Eyes of Death pierces invisibility and magical darkness.
At 11th level, the range is extended to 300 ft., and the ranger can detect if the target has moved to another plane.
The Ranger can only have one target marked at a time. Target must be out of range in order to make another Wisdom saving throw, which upon a success, dispels the effect. This feature is in the divination school of magic for DM's purposes.
This feature does not recharge on a long rest, and instead the ranger must kill a creature with a challenge rating equal to at least half its level in order to use this feature again.
Hollow Skull: Sel
At 7th level, you inscribe the third rune, Sel, which bestows the power to shield your mind upon you and your allies. Whenever you or an ally you can see within 30 feet of you makes an Intelligence, Wisdom, or Charisma saving throw, you may use your reaction to bestow advantage to the saving throw. Once you use this feature, you can't use it again until you or an ally within 60 feet of you kills a creature.
Fracture Soul: Rem
Starting at the 11th level, you inscribe the fifth rune, Rem, which grants the ability to collect soul shards, which you can use to recharge your runes, without the need to kill a creature. Your maximum allotted shards are equal to your Wisdom Modifier+your proficiency bonus.
In addition, you may use a bonus action to expend one or more soul shards to gain 1d6 temporary hit points per shard.
Time of Death: Mal
You inscribe the fifth and final rune, Mal. You call upon the chill of death to freeze time itself for but a mere moment. When this ability is activated, the ranger may take a full extra turn, during which they can use actions and move as normal. Time passes for no other creatures than yourself
This ability may only be activated when you or one of your allies you can see within 60 feet falls to 0 hit points. This ability must be activated the moment this happens, or the opportunity passes.
If the ranger has used this ability too many times in the course of their current level (the default is their wisdom modifier + their proficiency bonus, but the DM may set the limit) the ranger will die, with no chance of resurrection, the moment the ability ends.
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