Warlock
Base Class: Warlock

There are many reapers in every plane who guide the many who perish to their next plane of existence. Occasionally, one who perishes may catch their interest and offer power in exchange for some price or command they may asl of you, raising this creature back to life with new powers to wield.

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.

Reaper Expanded Spells
Spell Level Spells

1st

chill touch, command

2nd

blindness/deafness, vampiric touch

3rd

animate dead, stinking cloud

4th

speak with dead, fog cloud

5th

raise dead, hallow

Soul Harvest

Starting at 1st level, when a creature you have damaged is reduced to 0 hit points, you may use your reaction to capture it’s life force, or soul, in the form of a small bead. 

You may carry a number of beads equal to your charisma modifier at any time. If you create one over your maximum, the oldest bead dissipates and moves on to the afterlife.

You may expend a beads as a bonus action to gain temporary hit points. The number of hit points gained is d4 equal to the amount of beads expended plus your Warlock level. This die increases to a d6 per bead at 10th level, a d8 per bead at 14th level and a d10 at 18th level.

You may expend beads as an action to regain a spell slot. The more beads expended, the higher slot you may recover. For example, you may expend 2 beads for a level 2 spell slot or two level 1 spell slots. 

Death’s Visage

Starting at 6th level, your connection to Death itself deepens. You have memorized the face of Death and can conjure it over your own while facing your enemies, driving them to a state of madness. 

As an action, a creature you choose within 60 feet of you that can see you makes a Charisma saving throw.

On a failed save, roll a d100 using the short-term madness table. This effect lasts for 1d4 days. This effect can be cured using Lesser Restoration. 

If the creature succeeds the saving throw there is no effect.

At 12th level, additionally, roll a d100 using the long-term madness table. This effect lasts for 1d4 years. This effect can be cured using Greater Restoration.

At 18th level, additionally, roll a d100 using the indefinite madness table. This effect can be cured by casting Greater Restoration every day for 2 weeks or the Wish spell.

d100 Effect (lasts 1d4 days)
01–20 The character retreats into his or her mind and becomes Paralyzed. The Effect ends if the character takes any damage.
21–30 The character becomes Incapacitated and spends the Duration screaming, laughing, or weeping.
31–40 The character becomes Frightened and must use his or her Action and Movement each round to flee from the source of the fear.
41–50 The character begins babbling and is incapable of normal Speech or Spellcasting.
51–60 The character must use his or her Action each round to Attack the nearest creature.
61–70 The character experiences vivid hallucinations and has disadvantage on Ability Checks.
71–75 The character does whatever anyone tells him or her to do that isn’t obviously self-­ destructive.
76–80 The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.
81–90 The character is Stunned.
91–100 The character falls Unconscious.


Long-Term Madness
d100 Effect (lasts 1d4 years)
01–10 The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.
11–20 The character experiences vivid hallucinations and has disadvantage on Ability Checks.
21–30 The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.
31–40 The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy Effect of the Antipathy/Sympathy spell.
41–45 The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its Effects.
46–55 The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on Attack rolls, Ability Checks, and Saving Throws while more than 30 feet from it.
56–65 The character is Blinded (25%) or Deafened (75%).
66–75 The character experiences uncontrollable tremors or tics, which impose disadvantage on Attack rolls, Ability Checks, and Saving Throws that involve Strength or Dexterity.
76–85 The character suffers from partial amnesia. The character knows who he or she is and retains racial Traits and class Features, but doesn’t recognize other people or remember anything that happened before the madness took Effect.
86–90 Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the Confusion spell. The Confusion Effect lasts for 1 minute.
91–95 The character loses the ability to speak.
96–100 The character falls Unconscious. No amount of jostling or damage can wake the character.


Indefinite Madness
d100 Flaw (lasts until cured)
01–15 “Being drunk keeps me sane.”
16 - 25 "I keep whatever I find."
26–30 “I try to become more like someone else I know—adopting his or her style of dress, mannerisms, and name.”
31–35 “I must bend the truth, exaggerate, or outright lie to be interesting to other people.”
36–45 “Achieving my goal is the only thing of interest to me, and I’ll ignore everything else to pursue it.”
46–50 “I find it hard to care about anything that goes on around me.”
51–55 “I don’t like the way people judge me all the time.”
56–70 “I am the smartest, wisest, strongest, fastest, and most beautiful person I know.”
71–80 “I am convinced that powerful Enemies are hunting me, and their agents are everywhere I go. I am sure they’re watching me all the time.”
81–85 “There’s only one person I can trust. And only I can see this Special friend.”
86–95 “I can’t take anything seriously. The more serious the situation, the funnier I find it.”
96–100 “I’ve discovered that I really like killing people.”

Soul Retrieval

Starting at 10th level, reapers across the planes know your name and sense your soul. If ever you were to perish, instead of harvesting the soul and transporting it to the afterlife, they may find themselves returning it to you instead.

if you die, at the start of your next turn you come back to life with 1 hit point.

Once used, this feature can’t be used for another 7 days.

Authority of the Reaper

Starting at 14th level, you are granted the Authority of the Reapers to call upon one of their many servants of death. You summon a wraith formed of blackened wind to aid you in combat or otherwise. 

As an action you summon a wraith. It keeps all the properties, abilities and stats of a wraith but its hit point maximum is equal to yours and its to hit modifier is equal to your spell casting ability modifier. 

the wraith remains at your side and follows your commands until its hit points are reduced to 0 or 1 hour passes, whichever comes first.

Once you use this feature, you can’t use it again until you finish a long rest.

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