Base Class: Paladin
In life, those who walk the path of the reaper were valiant fighters. In death, they are forced to remain on the mortal plane to reap the souls of the dead. Some come willingly and allow the reapers to shepherd them off to the afterlife. Others though are not so willing to give up their worldly possessions. Neither saint nor sinner can run from death though, the reapers will always find them in the end.
When one finds themself separated from their mortal form; and such a person, not pure enough to pass through the pearly gates and not wicked enough to be banished to the nine hells; instead of being sent off to limbo, they may take the Reapers' Oath and return to the mortal realm. This new reaper will continue to serve until they leave the service of their own accord, which generally occurs after they resolve some unfinished business in life.
Oath of the Reaper Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Reaper Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Gentle Repose, Ray of Enfeeblement |
| 5 | Revivify, Vampiric Touch |
| 9 | Antilife Shell, Death Ward |
| 13 | Blight, Sickening Radiance |
| 17 | Contagion, Reincarnate |
Channel Divinity: Path to the Grave
As an action, you choose one creature you can see within 30ft of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature, their attack automatically crits, and then the curse ends.
Aura of Mortality
You and your allies are protected against creatures that are Celestials or Fiends while within your protective aura. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.
Grim Shade
You can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and you don't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
Death Incarnate
Death Incarnate
At 20th level, you can summon to you the spirits of the dead to protect you and those you defend from supernatural powers. If another creature within 30 feet of you takes damage, you can use your reaction to reduce that damage by [roll]2d6[/roll]. Additionally, the attacker takes an amount of force damage equal to the damage that the ability prevents.
Activate Death Incarnate
While Death Incarnate is active, it grants the following benefits:
Death's Ward. You have Advantage on any saving throw you are forced to make by a Celestial, a Fiend, or an Undead for the next hour.
True Authority. You can channel your authority over death as a reaper to immediately slay any undead creature, or 25% of the health of an undead creature with legendary actions/resistances. Target creature must make a DC 12 Constitution saving throw. This can only be used once per long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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12/13/2024 8:41:28 PM
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15
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12
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A
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Coming Soon
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