Base Class: Warlock
The Reaper Warlock serves Death as it's weapon.
They wield a Scythe which as a pact weapon. The weapon has following effects:
Attack: 1d8 damage when wielded one-handed and 1d10 when wielded two-handed. Gains +1 bonus at level 6, +2 at level 11 and +3 at level 17.
The scythe behaves like any pact weapon would, but Reaper cannot use any other weapon ranged or melee. Any spell that uses touch as effect can be applied to weapon as a bonus action and used then as part of an attack made using the scythe.
Expanded Spell List
The Reaper lets you choose from an expanded list of spells when you learn a warlock spell these are all spells from the subclass of necromancy with the exceptions of spells that create undead or revive the dead.
Reaper's harvest
Starting at level 1 the Reaper may absorb soul energy from creatures that die within 30ft. of them if they are not incapacitated or dead, the energy gained is equal to creatures CR, and the Reaper may store up to 5 times their Reaper Warlock level of soul energy.
The energy may be expended to do any one following:
- As an action expend any number of energy points to gain temporary hit points equal to 2 times expended energy
- As a bonus action add necrotic damage to your next weapon attack equal to expended energy
- As movement action shift/teleport 5ft in any direction per energy expended
You may only expend energy once per turn.
Reaper's Blade
At 1st level you gain ability to wield you new pact weapon and arm yourself with armour up to medium.
Your scythe uses the charisma modifier for damage calculations instead of strength. Any single target spell can be attached to the weapon as a bonus action if done before performing an attack with the scythe. The spell is treated as if it has succeeded if the attack hits, but requires the saving throw if the spell requires it for any non damage effects.
Soul magic
At level 6 you can as an action expend your soul energy to regain use of one of your spell slots. You expend soul energy equal to twice the spell slot level regained.
You may use this a number of times equal to your charisma modifier (min 1).
Spirit Armour
At 10th level your ability to wield the power of souls has become much stronger, and you may now deflect incoming attacks and spells with the power of souls you collected for death.
As a reaction when attacked or targeted by a spell you may expend soul energy to make the attack or spell miss you.
For attacks expend soul points equal to CR of creature making the attack, the attack then misses regardless of roll.
For spells expend soul points equal to CR of creature casting the spell + spell level x2, the spell attack roll is considered to have missed and/or the spell saving throw is considered to be successful.
Servant of Death
Starting at level 14 you are close to being the very manifestation of death. No longer affected by mortal needs or the flow of time, decay no longer has any impact on you as such become immune to necrotic damage.
You do not need to eat, drink, breath or sleep. Though still gain any benefits of those should they be done.
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Posted Jul 6, 2022At 20th level, that 1st level feature can give you up to 200 temp hp, or 100 bonus damage on a hit, or 500ft of movement. Or at 5th level, that's 50 temp hp, 25 damage, and 125ft of movement.
It's a bit much. >.<