Sorcerer
Base Class: Sorcerer

Reaper Bloodline

Your innate magic comes from death’s indelible mark upon your soul. Choose one of the following origins (or work with your DM):

  • Born at the Threshold. You were born the instant a soul crossed into the afterlife—your first breath inhaled grave-mist.
  • Survived the Reaping. You died but clawed back to life, your soul now a shard of the Fugue Plane.
  • Blood of the Pale. An ancestor was a psychopomp; their duty flows in your veins like black ice.

A spectral scythe manifests as your will made manifest. By 18th level, you become the Emissary of Death, a living omen who walks the border of life and oblivion.

Reaper Bloodline Features

 
 
Sorcerer Level Feature
3rd Reaper’s Scythe, Death’s Conduit
6th Soul Reave
14th Harvest of the Damned
18th Emissary of Death
 

Reaper’s Scythe

3rd-level Reaper Bloodline feature

As a bonus action, you summon a Reaper’s Scythe in your hand. It is a martial melee weapon with which you are proficient. It has the following properties:

  • Damage. See the Scythe Scaling table + your Charisma modifier (minimum 1).
  • Properties. Finesse, reach (10 feet), two-handed.
  • Soul Chill. When you hit a creature, you can expend 1 sorcery point to deal extra necrotic damage equal to your Charisma modifier. The wound frosts over with grave-ice (cosmetic).

The scythe lasts until you dismiss it (no action required), drop it, or fall unconscious. It is not a spell and cannot be countered or dispelled. It leaves no fungal growth.

Scythe Scaling

 
 
Sorcerer Level Damage Dice
3rd–5th 1d10
6th–10th 2d6
11th–16th 2d8
17th+ 2d10
 

Death’s Conduit

3rd-level Reaper Bloodline feature

When you cast a sorcerer spell that deals necrotic damage, add your Charisma modifier to one damage roll of the spell.

You also learn certain spells at the sorcerer levels listed in the Death’s Conduit Spells table. These spells are sorcerer spells for you, but they don’t count against the number of sorcerer spells you know.

Death’s Conduit Spells

 
 
Sorcerer Level Spells
3rd false life, inflict wounds
5th ray of enfeeblement, shadow blade¹
7th blight, death ward
9th danse macabre, enervation
 

¹ While you hold your Reaper’s Scythe, shadow blade deals necrotic damage instead of psychic.

Soul Reave

6th-level Reaper Bloodline feature

When you hit a creature with your Reaper’s Scythe, you can expend 2 sorcery points to sever a soul-thread. The target makes a Constitution saving throw against your spell save DC. On a failure, it takes necrotic damage (see the Soul Reave Damage table) and is stunned until the end of its next turn. If this damage reduces the target to 0 hit points, its soul is bound to your scythe.

You can bind only one soul at a time. While a soul is bound, you have advantage on attack rolls with the scythe against creatures of the same type as the bound soul. You can release or replace a bound soul as a free action.

Soul Reave Damage

 
 
Sorcerer Level Necrotic Damage
6th–10th 4d10
11th–15th 6d10
16th+ 8d10
 

Harvest of the Damned

14th-level Reaper Bloodline feature

Your scythe can now bind up to three souls. For each bound soul, your scythe deals an extra 1d6 necrotic damage on all attacks.

At the start of each long rest, choose one Soul Boon for each bound soul (you can choose the same boon multiple times). The boons last until your next long rest.

  • Soul Step. As a bonus action, teleport up to 10 feet to an unoccupied space you can see. This movement doesn’t provoke opportunity attacks.
  • Death’s Whisper. Creatures of your choice within 10 feet of you have disadvantage on death saving throws.
  • Reaper’s Tithe. When a creature of the same type as a bound soul dies within 60 feet of you, regain 1 sorcery point.

When you would bind a fourth soul, you may consume one bound soul instead. If you do, gain temporary hit points equal to your sorcerer level × your current number of bound souls.

Emissary of Death

18th-level Reaper Bloodline feature

You become a psychopomp incarnate. You gain the following benefits:

  • Undying. You cease aging and can’t be aged magically. You no longer need food, drink, or sleep (a long rest still requires 8 hours of light activity).
  • Reaper’s Judgment. When a creature you can see within 60 feet is reduced to 0 hit points (but not killed outright) or fails a death saving throw, you can use your reaction to slay it instantly. If you do, you regain sorcery points equal to the creature’s challenge rating (minimum 1; treat a creature without a CR as CR 0).
  • Scythe Apotheosis. Your Reaper’s Scythe gains the vorpal property, but only against creatures that have less than half their hit point maximum.

Once per long rest, when you are reduced to 0 hit points but not killed outright, you can choose to return to unlife at the start of your next turn with full hit points, all your sorcery points regained, and your Reaper’s Scythe summoned. Your eyes glow with divine judgment until the end of your next turn.

Reapers Scythe

Reaper’s Scythe

3rd-level Reaper Bloodline feature

As a bonus action, you summon a Reaper’s Scythe in your hand. It is a martial melee weapon with which you are proficient.

This weapon leaves no fungal growth; hits cause soul-chill (cosmetic frost, no spores).

It has the following properties:

  • Damage. See the Scythe Scaling table + your Charisma modifier (minimum 1).
  • Properties. Finesse, reach (10 feet), two-handed.
  • Necrotic Harvest. When you hit a creature, you can expend 1 sorcery point to deal extra necrotic damage equal to your Charisma modifier.

The scythe lasts until you dismiss it (no action required), drop it, or fall unconscious. It is not a spell and cannot be countered or dispelled.

Scythe Scaling

 
 
Sorcerer Level Damage Dice
3rd–5th 1d10
6th–10th 2d6
11th–16th 2d8
17th+ 2d10

Death's Conduit

Death’s Conduit

3rd-level Reaper Bloodline feature

When you cast a sorcerer spell that deals necrotic damage, add your Charisma modifier to one damage roll of the spell.

You also learn certain spells at the sorcerer levels listed in the Death’s Conduit Spells table. These spells are sorcerer spells for you, but they don’t count against the number of sorcerer spells you know.

Death’s Conduit Spells

 
 
Sorcerer Level Spells
3rd false life, inflict wounds
5th ray of enfeeblement, shadow blade¹
7th blight, death ward
9th danse macabre, enervation
 

¹ While you hold your Reaper’s Scythe, shadow blade deals necrotic damage instead of psychic.

Soul Reave

 

6th-level Reaper Bloodline feature

When you hit a creature with your Reaper’s Scythe, you can expend 2 sorcery points to sever a soul-thread. The target makes a Constitution saving throw against your spell save DC. On a failure, it takes necrotic damage (see the Soul Reave Damage table) and is stunned until the end of its next turn. If this damage reduces the target to 0 hit points, its soul is bound to your scythe.

You can bind only one soul at a time. While a soul is bound, you have advantage on attack rolls with the scythe against creatures of the same type as the bound soul. You can release or replace a bound soul as a free action.

Soul Reave Damage

 
 
Sorcerer Level Necrotic Damage
6th–10th 4d10
11th–15th 6d10
16th+ 8d10

Harvest of the Damned

Harvest of the Damned

14th-level Reaper Bloodline feature

Your scythe can now trap up to three souls. For each trapped soul, your scythe deals an extra 1d6 necrotic damage on all attacks.

At the start of each long rest, choose one Soul Boon for each trapped soul (you can choose the same boon multiple times). The boons last until your next long rest.

  • Soul Step. As a bonus action, teleport up to 10 feet to an unoccupied space you can see. This movement doesn’t provoke opportunity attacks.
  • Death's Whisper. Creatures of your choice within 10 feet of you have disadvantage on death saving throws.
  • Reapers Tithe. When a creature of the same type as a trapped soul dies within 60 feet of you, regain 1 sorcery point.

When you would trap a fourth soul, you may consume one trapped soul instead. If you do, gain temporary hit points equal to your sorcerer level × your current number of trapped souls.

Emissary od Death

Emissary of Death

18th-level Reaper Bloodline feature

You become a demigod of death. You gain the following benefits:

  • Undying. You cease aging and can’t be aged magically. You no longer need food, drink, or sleep (a long rest still requires 8 hours of light activity).
  • Reaper’s Judgment. When a creature you can see within 60 feet is reduced to 0 hit points (but not killed outright) or fails a death saving throw, you can use your reaction to slay it instantly. If you do, you regain sorcery points equal to the creature’s challenge rating (minimum 1; treat a creature without a CR as CR 0).
  • Scythe Master. Your Reaper’s Scythe gains the vorpal property, but only against creatures that have less than half their hit point maximum.

Once per long rest, when you are reduced to 0 hit points but not killed outright, you can choose to return to unlife at the start of your next turn with full hit points, all your sorcery points regained, and your Reaper’s Scythe summoned. Your eyes glow with divine judgment until the end of your next turn.

You are a psychopomp incarnate, not a fungal agent. Your scythe collects souls for the afterlife ledger, never spreads rot.

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