Paladin
Base Class: Paladin

Paladins who take the Oath of the Reaper devote themselves to the god of death, embracing their role as executioners of fate. Unlike other holy warriors who protect the weak and heal the wounded, these paladins do not fear the cycle of life and death. They believe that all souls must eventually meet their end, and it is their sacred duty to ensure that fate is carried out.

Those who swear this oath are relentless, cutting down their foes with grim efficiency. In exchange for forsaking healing magic, they are rewarded with the power to siphon life from the fallen, drawing strength from the inevitable march of death itself.

Level 20: Avatar of the Reaper

At 20th level, you fully embody the will of death, becoming an unstoppable force of fate. As an action, you transform for 1 minute, gaining the following benefits:

  • Your melee weapon attacks always deal necrotic damage instead of their normal type.
  • When you kill a creature, you can immediately cast Inflict Wounds at 3rd level without using a spell slot (once per turn).
  • You gain resistance to all damage except radiant and advantage on all Constitution saving throws.
  • Enemies who start their turn within 10 feet of you must make a Wisdom saving throw (DC = 8 + proficiency + Charisma modifier) or become frightened until the end of their next turn.

Once you use this ability, you cannot use it again until you finish a long rest.

Level 7: soul reaper

The cycle of death fuels you.

  • When you kill a creature, you can choose to gain advantage on your next attack roll OR regain a 1st-level spell slot.
  • You are immune to being frightened by undead, and they recognize you as a servant of death. Intelligent undead may hesitate to attack you unless provoked.

Death’s Resurgence

Falling in battle only brings you closer to death’s embrace.

  • When you fall below half HP, you gain resistance to all non-radiant damage until the start of your next turn.
  • Once per long rest, if you drop to 0 HP, you can choose to drop to 1 HP instead. If you do, your next attack deals an extra 4d6 necrotic damage.

Level 3: harvesters touch

The first lesson of the Reaper is to take, not give.

  • You lose the ability to cast healing spells (such as Lay on Hands, Cure Wounds, or Aura of Protection).
  • Whenever you reduce a creature to 0 hit points, you gain 1d6 hit points, and your melee attacks deal 1d4 additional necrotic damage for the next 3 turns.
  • If an enemy within 5 feet of you dies, you can use your reaction to absorb their fading energy, gaining temporary hit points equal to your Charisma modifier (minimum 1).

Level 7: Aura of Decay

Your presence withers the weak.

  • Creatures of your choice within 10 feet have disadvantage on saving throws against necrotic damage.
  • When an enemy starts its turn within 10 feet of you, it takes necrotic damage equal to your Charisma modifier (minimum 1). This does not affect undead or constructs.

Level 15: Relentless Executioner

Your killing blows propel you forward like a shadow of death.

  • When you reduce a creature to 0 HP, you can move up to half your speed as a free action and make a single melee attack against another enemy.
  • Your attacks ignore resistance to necrotic damage, and creatures with necrotic immunity instead take half damage from your necrotic attacks.

Previous Versions

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1/31/2025 11:13:38 PM
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