Base Class: Warlock
Many see Reapers and think of the Grim Reaper, who is believed to embodiment of death and the harvester of souls. In reality, Reapers are the ferryman of souls who help the deceased find their way to the afterlife. Reapers are believed to be angels who bring eternal rest to a soul, or a fiend who uses the soul for its own personal gain, but Reapers are neither of those. Some Reapers make pacts with Warlocks that seek vengeance, or that wish to avoid death. Many see the powers of a Reaper, the control over the souls and flow of Death, as a means to destroy those that have wronged them, or as a way to protect the ones they love.
Expended Spell List
The Reaper lets you choose from the expanded spell list of spells when you learn a Warlock spell. The following spells are added to the warlock spell list for you.
The Reaper Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | false life, ice knife |
| 2nd | magic weapon, darkvision |
| 3rd | life transference, speak with dead |
| 4th | death ward, find greater steed |
| 5th | raise dead, destructive wave |
Deathly Armor
At first level, you are protected by your patron, its clammy hands form a shield around your body, momentarily protecting you. When hit by an attack or spell, you may use your reaction to give you resistance to the damage for the triggering damage.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Reaping Weapons
Your patron has bestowed you a weapon of great power; your very own reaping scythe, which can be split into two sickles. These weapons typically look like standard weapons, but are decorated with various symbolic messages, names, and mottos along the hilt and blade. You gain proficiency with this Scythe and Sickles if you do not already have it.
Your Reaping Scythe deals 2d6 slashing damage on a hit and has the two-handed and heavy properties.
As a bonus action, you can magically split the scythe into two sickles that deal 1d6 slashing damage rather than 1d4, you can also use your bonus action to combine the two sickles together to form the scythe once more. The scythe and the sickles it can be broken into can use your Charisma modifier instead of Strength for the attack and damage rolls. If you later gain the Pact of the Blade feature, this benefit extends only to your scythe and sickles. If you choose to duel wield your Reaping Sickles and have Pact of the Blade feature, both of your sickles benefit from it.
At Deaths Door
Starting at 6th level, you may carve a hole in space, allowing you to establish a portal that leads to and from location. As an action, you make create a portal within 5 ft. of you that is not occupied by another object or creature, and open another portal in a space up to 60 ft. away from the first portal that is not in an antimagic field, or occupied by another creature or object. This portal can be dispelled with Dispel Magic. You must concentrate on the portals as if you were concentrating on a spell.
When you enter this portal you emerge at the other portal you had created. If any creature besides you tries to enter this portal, they must make a Wisdom save against your Warlock spell save DC. On a failed save, the creature takes 2d6 necrotic damage and is knocked prone as the exit on the other side of the portal. On a successful save, the creature is able to walk through normally without suffering any negative effects.
You can't use this feature again until you finish a short or long rest.
Death's Grace
Starting at 6th level, your Reaping Scythe and Sickles count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
In addition, to overcome the obstacle of your Reaping Weapons not having any bonuses, your patron grants you enhanced versions once you reach certain thresholds shown in the table below:
| Character Level | Weapon Bonus |
|---|---|
| 6th | +1 to attack and damage rolls |
| 11th | +2 to attack and damage rolls |
| 16th | +3 to attack and damage rolls |
Death's Reckoning
Your bond with your patron has grown stronger, and in turn, you have been granted an improvement to your Reaping Scythe and Sickles. Starting at 10th level, whenever you hit a creature with your Reaping Weapons, it deals an extra 1d8 necrotic damage.
Angel of Death
Starting at 14th level, as an action you can transform and you gain a flying speed equal to your walking speed which you can also hover with for 1 minute. You may also choose to sprout a pair of flightless wings. These wings can be angelic or skeletal in appearance (your choice). You also ignore resistance to necrotic damage when attacking with your Reaping Weapons, this benefit extends when having a spell like Spirit Shroud casted on your weapon.
In addition, whenever you start your turn while transformed and you are below half of your maximum hit points, you regain a number of hit points equal to your Charisma modifier.
Once you undergo this transformation, you can not do so again until after a short or long rest.
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