Warlock
Base Class: Warlock

The Reaper is not a mere patron; it is a cosmic force, an entity that defies the conventional constraints of life and death. Those who dare to form a pact with this enigmatic force find themselves transformed into conduits, vessels through which the inscrutable desires of The Reaper flow. Charged with the solemn duty of navigating the ethereal dance between creation and decay, these warlocks become the living embodiment of cosmic balance. The whims of The Reaper materialize through its chosen disciples, endowing them with powers that transcend the mortal realm. These powers, like spectral threads, intricately weave through the fabric of existence, allowing the warlocks to shape and manipulate the very essence of life itself.

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.

Fiend Expanded Spells
Spell Level Spells

1st

false life, inflict wounds

2nd

spiritual weapon, wither and bloom

3rd

revivify, speak with dead

4th

death ward, shadow of moil

5th

enervation, raise dead

Halting the Cycle

At 1st level, you learn the Spare the Dying cantrip. It counts as warlock cantrip for you and does not count against your number of cantrips known.

In addition, creatures you cast Spare the Dying on return to counciousness in 1d4 * 6 seconds, instead of 1d4 hours.

Maintain the Balance

At 1st level, your pact with The Reaper empowers you to influence the ebb and flow of restorative magics and deadly injuries.

Ethereal Adjustments: When a creature within 60 feet of you receives damage or healing, you can, as a reaction, manipulate the outcome. Roll 1d6 and add your warlock level; this result can be either added to or subtracted from the damage or healing amount. If the modified result falls below 0, the excess reduction transforms into the opposite effect. For instance, reducing a damage roll of 3 by 7 results in the creature gaining 4 hit points.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after finishing a short or long rest.

Reaper's Boon

At 6th level, you learn to manifest the necrotic energies gifted to you. You gain resistance to necrotic damage.

In addition, you gain an ability based on your chosen Pact Boon:

Pact of the Blade

As an action, you can manifest a weapon that sweeps across the battlefield. Each creature in a 20-foot cone must make a Dexterity saving throw against your spell save DC. A creature takes 6d6 necrotic damage on a failed save, or half as much damage on a successful one.

You can use these features a number of times equal to half your proficiency bonus (rounded up). You regain all expended uses when you finish a long rest.

Pact of the Chain

Your familiar can also be a Topi or Death's Head. In addition, your familiar gains resistance to necrotic damage if it does not already have it.

Pact of the Talisman

When you use your Maintain the Balance feature, the wearer of your Talisman is also healed for an amount equal to the total rolled value.

You can use these features a number of times equal to half your proficiency bonus (rounded up). You regain all expended uses when you finish a long rest.

Pact of the Tome

As an action, you can draw out your opponent's fear of death. Each creature of your choice within 30 feet must make a Wisdom saving throw against your spell save DC or be grappled for 1 minute. While grappled, a creature is also frightened. A creature can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

You can use these features a number of times equal to half your proficiency bonus (rounded up). You regain all expended uses when you finish a long rest.

Beyond the Veil

At 10th level, as an action you infuse yourself or a willing creature you touch with essence of the Ethereal Plane.

While infused, the creature gains resistance to non-magical bludgeoning, piercing and slashing damage. The creature can also move through other creatures and objects as if they were difficult terrain, but take 1d10 force damage if they end their turn inside a creature or an object. In addition, an infused creature can as a bonus action, touch another willing creature to transfer the effect from themselves to the target creature. The infusion remains for 1 minute or until you spend an action to use this feature again on another creature.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1), after which you must take a long rest to do so again.

Dice with Death

At 14th level, your patron shows you how to gamble with the lives of others, while also putting yours on the line.

Soul's Wager: As an action, you can touch a creature within reach. You and the creature must roll a d20 and add your level (or CR) to your results. The creature who rolls lower takes 12d12 damage. If you roll lower, you only take half as much damage. This damage cannot be reduced or prevented in any way.
If the target creature rolls lower and its level (or CR) is less than half of your own, it is killed instantly. A creature disintegrates if it's hit points are reduced to 0 or it is killed via this feature. On a tie, nothing happens.

Once you successfully win a roll via this feature, you can't use it again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes