Base Class: Rogue
Reapers are adversaries of a powerful entity that has a conection with death. maybe they follow a death cult, worship a god of death, or maybe became a thrall of some extraplanar being.
Pact Magic
- Reaper Spellcasting
- Rogue Level Cantrips Spells Known Spell Slot Level
- 3rd Spare the Dying + 2 3 1st
- 4th Spare the Dying + 2 4 1st
- 5th Spare the Dying + 2 4 1st
- 6th Spare the Dying + 2 4 1st
- 7th Spare the Dying + 2 5 2nd
- 8th Spare the Dying + 2 6 2nd
- 9th Spare the Dying + 2 6 2nd
- 10th Spare the Dying + 3 7 2nd
- 11th Spare the Dying + 3 8 2nd
- 12th Spare the Dying + 3 8 2nd
- 13th Spare the Dying + 3 9 3rd
- 14th Spare the Dying + 3 10 3rd
- 15th Spare the Dying + 3 10 3rd
- 16th Spare the Dying + 3 11 3rd
- 17th Spare the Dying + 3 11 3rd
- 18th Spare the Dying + 3 11 3rd
- 19th Spare the Dying + 3 12 4th
- 20th Spare the Dying + 3 13 4th
Cantrips
You learn three cantrips: Spare the Dying and two other cantrips of your choice from the Cleric spell list. You learn another Cleric cantrip of your choice at 10th level.
Spell Slots
You have two spell slots. The Reaper table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Cleric 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.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Bane, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know three 1st-level cleric spells, two of which you must choose from the Necromancy, Divination or Enchantment spells on the cleric spell list.
The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more Cleric spells of 1st level or higher. Each of these spells must be an enchantment, Divination or Necromancy 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 class, 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 class, you can replace one of the Cleric spells you know with another spell of your choice from the Cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment, Divination or Necromancy spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Charisma is your spellcasting ability for your Cleric 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 Cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + Proficiency bonus + Charisma modifier
Spell attack modifier = Proficiency bonus + Charisma modifier
Spellcasting Focus
You can use an Holy Symbol as a spellcasting focus for your Cleric spells.
Boon of the Death God
Also at 3rd level. Whenever you use a bonus action from your cunning action feature, you can spend and roll a Hit Die and add your charisma modifier to it to regain that mutch hit points. And after completing a long rest you regain all spent hit dice instead of only half.
Toll of the Death God
Walking the path of the Reaper takes a toll on your body. Your hit point maximum is decreased by an amount equal to your rogue level.
Touch of Death
At 9th level, your weapons are infused with the magic of death. Whenever you deal sneak attack damage you can have that damage become necrotic damage instead. Furthermore, whenever you reduce a creature to 0 hp you gain the following benefits: The next attack you make has advantage, you gain temporary hit points equal to your rogue level+charisma modifier and you gain a +2 bonus to your AC as long as these temporary hit points remain.
Cloak of Shadow
At 13th level. You can use an action to become invisible until the start of your next turn unless you take this action again.
Master of Death
at 17th level. your devotion grants you the following features:
- You have advantage on death saving throws
- Whenever another creature within 30 feet of you takes damage that would reduce them to 0 hit points, you can use a reaction to instead have them drop to 1 hit point.
- Whenever a spell you cast reduces a creature to 0 hit points, you may regain one spell slot. Once you use this feature you cant do so again until you finish a long rest.
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