Base Class: Druid
Druids of this circle take the cycle of life and death as something sacred, as something never to be tampered with. There is balance and harmony in it, and these druids view its desecration, undeath, as a mockery of nature itself, and take a more active approach against it.
Oftentimes mistaken for Grave Clerics or Grave Paladins, druids of this circle are found hunting those who desecrate the dead’s rest, vanquishing those who seek to cheat their own end through undeath or other foul imitations of immortality, as well as attempting to keep alive the innocents and those who would aid in this purpose.
These druids seek out lands that have been tainted by undeath: once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death, and druids of the Circle of the Reaper go to such places to banish undeath and restore life, as these foul creatures reap what they sow.
Harvest's Scythe
Starting when you choose this circle 2nd level, you learn to harness the might of nature to augment your spells and drain the life force from the victims of your wrath, winnowing the rotten chaff and giving life to those that deserve to bloom. You have a pool of energy represented by a number of d8s equal to your druid level.
When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as radiant damage. At 10th level, the target takes additional 2 damage for each die spent.
If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell’s damage, or 5 hit points per die if at least one of the slain creatures was undead. At 10th level, creatures regain an additional 2 hit points per die.
You regain the expended dice when you finish a long rest.
Winnower of the Rotten
Also at 2nd level, you learn the Sacred Flame cantrip if you don’t know it already, it counts as a druid spell for you, but it doesn’t count against your number of cantrips known. Additionally, you have advantage on Wisdom(Survival) checks made to track undead.
Circle Spells
Your quest to keep the cycle of life and death untampered grants you access to certain spells. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Reaper Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
| Druid Level | Spells |
|---|---|
|
2nd |
|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Mantle of the Reaper
When you reach 6th level, as a bonus action, you can cloak yourself in a mantle of swirling and shadowy radiance, expending a use of your Wild Shape to become a Reaper. You retain your game statistics, but for 1 minute or until you become incapacitated, you gain the following benefits:
- Once per turn, whenever you roll radiant damage, you may add your Wisdom modifier to one of the damage rolls.
- Whenever you roll to restore hit points on another creature, you may add your Wisdom modifier to the number rolled.
- You have half cover.
Protection of the Veil
At 10th level, you gain resistance to necrotic damage and advantage on saving throws against being frightened.
Pathways of the Dead
Starting at 14th level, your mastery of death allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast the Etherealness spell. Once the spell ends, you can’t cast it with this feature again until you finish a short or long rest.
Comments