Base Class: Paladin
One of the Reaper's assistants is a paladin whom is in close ties with the Reaper (Aka the Raven Queen), the Reaper is the deity that these religious figures follow and listen too. There are many who worship the Reaper though she acts more of a Patron that a warlock would have. Its a more direct relationship between the Reaper and her chosen warriors.
A paladin must be that of a chaotic nature and at least 3rd level to become an Reaper devotee.
Reaper Devotee Spells
An Devotee paladin gains oath spells to aid in the journey to death and prevent it. The spells and the paladin levels listed are listed below.
| Paladin Level | Spells |
|---|---|
| 3rd | Cure Wounds, Bless, Bane |
| 5th | Revivify, Animate Dead |
| 9th | Bestow Curse |
| 13th | Blight, Confusion |
| 17th | Mass Cure Wounds |
Channel Divinity
An Devotee paladin of 3rd level or higher gains the following two Channel Divinity options.
Control Undead. As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin’s commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin’s level is immune to this effect.
Harvest. As a reaction, the paladin can gain temporary hit points from a enemy that they've just killed. The amount of hit points is determined by how much damage they did to the creature for the finishing blow halved. Take this number and add you CHA modifier to it (minimum of +1)
Starting at 7th level, enemies within the 15 foot aura suffer disadvantage on Wisdom saving throws to prevent fear and charmed.
The Paladin and their allies within this aura get dmg bonus equal to the Paladin's CHA modifier (minimum
At 18th level, the range of this aura increases to 30 feet.
At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
At 20th level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.
While the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin’s Charisma modifier.
After activating the aura, the paladin can’t do so again until he or she finishes a long rest.
Channel Divinity
Channel Divinity
An Devotee paladin of 3rd level or higher gains the following two Channel Divinity options.
Control Undead. As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin’s commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin’s level is immune to this effect.
Harvest. As a reaction, the paladin can gain temporary hit points from a enemy that they've just killed. The amount of hit points is determined by how much damage they did to the creature for the finishing blow halved. Take this number and add you CHA modifier to it (minimum of +1)
Aura of Reaping
Aura of Reaping
Starting at 7th level, enemies within the 15 foot aura suffer disadvantage on Wisdom saving throws to prevent fear and charmed.
The Paladin and their allies within this aura get dmg bonus equal to the Paladin's CHA modifier (minimum
At 18th level, the range of this aura increases to 30 feet.
Supernatural Resistance
Supernatural Resistance
At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Dread Lord
Dread Lord
At 20th level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.
While the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin’s Charisma modifier.
After activating the aura, the paladin can’t do so again until he or she finishes a long rest.
Expanded Spell list
Reaper Devotee Spells
An Devotee paladin gains oath spells to aid in the journey to death and prevent it. The spells and the paladin levels listed are listed below.
| Paladin Level | Spells |
|---|---|
| 3rd | Cure Wounds, Bless, Bane |
| 5th | Revivify, Animate Dead |
| 9th | Bestow Curse |
| 13th | blight, confusion |
| 17th | Mass Cure Wounds |
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