Paladin
Base Class: Paladin

The Oath of the Reaper binds paladins to protect the living from undeath and foul magic. These paladins act as the long arm of the god of death himself.

TENETS OF THE REAPER

A paladin who assumes the Oath of the Reaper swears to safeguard  the living from undeath and foul magic.

Vigilance. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.

Brotherhood. All living races are considered your brothers and sisters. You are to safeguard them from harm and undeath.

Discipline. You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.

Oath Spells

3rd-level Oath of the Reaper feature

You gain oath spells at the paladin levels listed in the Oath of the Watchers table. See the Sacred Oath class feature for how oath spells work.

Oath of the Reaper Spells
Paladin Level Spells
3rd Protection from Evil and Good, Bless
5th Dispel Magic, Branding Smite
9th Death Ward, Beacon of Hope
13th Guardian of Faith, banishment
17th Hallow, Raise Dead

Channel Divinity

3rd-level Oath of the Reaper feature

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Mortality means Death. As an action, you touch a creature or object. You can determine if it possesses or should possess a soul and should it possess a soul if it is corrupted. You can present your holy symbol to speak a prayer denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Soulless creatures and creatures with a corrupted soul have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.

On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.

Shepard of Souls. You start to feel and damage the very soul of your opponents. You can use your bonus action to focus on the souls around you, dead opponents now leave behind a soul remnant, which look like a pure white shard of glass. Those remnants can be used for a multitude of things but you can only carry up to 5 at a time and they last until you the next dawn:

You use a bonus action or prepare a short 10 minutes ritual to use the remnants for the following things, you can gain different bonuses depending on what and when you use them.
Bonus action:

  • advantage on your next attack
  • change damage type of the next Spell you cast
  • add damage to a weapon attack
  • +1 on your next ability check

after the ritual.

  • resistance to a damage type until you finish a long rest / 3 remnants
  • +1 on your next ability check per remnant spend

Aura of Souls

7th-level Oath of the Reaper feature

Soul remnants in close proximity to you and your allies begin to bolster your defenses. Whilst at least 3 uncollected soul remnants are within 10 feet of you or an ally, you or the ally gain a +1 to AC. These Bonuses increase to +2 for 6 remnants and increase to a +3 at 9 remnants. Upon touching the remnants they stop counting as uncollected.

At 18th level, the range of this aura increases to 30 feet.

Transcendental Pain

15th-level Oath of the Reaper feature


Whenever someone dies within 10 feet of you you can use your reaction to force any damage that exceeds their Hitpoints to now be transferred to another target of your choice within 10 feet of the recently deceased. The new target takes any leftover damage as psychic damage.

You can use this feature a number of times equal to your charisma modifier.

Angel of Death

20th-level Oath of the Reaper feature

You can assume the form of an angelic reaper. Using your action, you undergo a transformation. For 10 minutes, you gain the following benefits:

  • When you first enter this form you release a torrent of souls around you, each creature within 30 feet of you must make a constitution saving throw. On a failed save it takes 4d4 force damage, release part of it's soul as a soul remnant and shortly afterwards all remnants around you are pulled towards you. Every remnant that touches you heals you for 4d4 Hitpoints. Any excess healing is lost.
  • You manifest a spectral scythe, each hit now cleaving a soul remnant from your Foes. It deals 2d10 necrotic damage on hit and has a +4 to hit. it has the Heavy, Reach and Two-Handed properties and can only be wielded by you whilst you are in this form.
  • Whilst you are in this form you impose disadvantage on any attacks against you, should the creature attacking you understand the concept of death, be undead or have escaped death by any unnatural means.

Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

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