Warlock
Base Class: Warlock

You have made a pact with Death, the anthropomorphic personification of the end of life. Death is a black-robed skeleton who usually carries a scythe and speaks in unquoted small caps. He is not evil, but rather a neutral force that maintains the balance of the natural order. He is curious about the living and sometimes intervenes in their affairs, often with unexpected consequences. He has a fondness for cats, curry, and chess.

Expanded Spell List

The Reaper lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Fiend Expanded Spells
Spell Level Spells

1st

bane, false life

2nd

blindness/deafness, gentle repose

3rd

speak with dead, vampiric touch

4th

banishment, death ward

5th

antilife shell, contagion

 

Reaper’s Blessing

Starting at 1st level, you gain the ability to sense the presence of the dying and the dead. You can cast detect evil and good at will, without expending a spell slot or material components, but only to detect undead and celestials. Additionally, you have advantage on Wisdom (Insight) checks to determine if a creature is lying about its mortality or alignment.

Soul Harvest

Starting at 6th level, you can reap the souls of your enemies and use them to fuel your magic. Whenever you reduce a creature to 0 hit points with your Pact of the Blade weapon, you can choose to capture its soul in your scythe. You can have a number of souls equal to your Charisma modifier (minimum of one) stored in your scythe at a time. You can use a bonus action to expend one soul and regain one warlock spell slot. You lose any unused souls when you finish a long rest.

Death’s Domain

Starting at 10th level, you gain resistance to necrotic damage and immunity to poison damage and the poisoned condition. You also gain the ability to travel between the realms of the living and the dead. As an action, you can cast etherealness on yourself, without expending a spell slot. Once you use this feature, you can’t use it again until you finish a long rest.

Final Destination

Starting at 14th level, you can mark a creature for death and send it to its ultimate fate. As an action, you can choose one creature that you can see within 60 feet of you. The creature must make a Charisma saving throw against your warlock spell save DC. On a failed save, the creature is instantly slain and its soul is transported to the afterlife of its alignment. On a successful save, the creature takes 10d10 necrotic damage and is frightened of you until the end of your next turn. Once you use this feature, you can’t use it again until you finish a long rest.

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