Base Class: Sorcerer
Returned Soul Sorcerers have at some point experienced the icy grip of death and then been wrenched from it. Either by the powers that be, having found a secret way out of the underworld or by having been revived by their friends.
Reaper's Choice
At 1st level when you choose this Origin you carry the powers to either inflict death or preserve life. You gain the Toll the Dead and Spare the Dying cantrips.
Deathly Spells
Starting at 1st level, your return from the land of the dead grants you access to magics of similar affiliation. You learn additional spells when you reach certain levels in this class, as shown on the Deathly Spells table. The spells count as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
Deathly Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | cure wounds, inflict wounds |
| 3rd | gentle repose, phantasmal force |
| 5th | life transference, vampiric touch |
| 7th | phantasmal killer, death ward |
| 9th | negative energy flood, raise dead |
Soul Speaker
At 6th level you are always considered under the effects of the Speak With Dead spell; gaining the ability to see and speak with the spirit of a corpse so long as it still has its head, its soul is available and is not currently an undead. You can ask the spirit up to three questions after which the spirit fades from your vision. The spirit knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the spirit is under no compulsion to answer you if you were hostile to it or it recognizes you as an enemy.
Spectral Form
At 14th level you become more spirit than solid. You gain a 40 foot fly(hover) speed, you gain resistance to all physical damage from nonmagical weapons, the ability to see 60 feet into the Ethereal Plane and can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
Additionally, in the event you are going to be hit by an attack you can use your Reaction to briefly shift into the Ethereal Plane and automatically cause that attack to miss. You can use this feature twice per long rest.
Beckon the Reaper
At 18th level as an Action, while expending 10 Sorcery Points, you call across the veil of life and death to summon the Grim Reaper that was tasked with carrying your soul into the afterlife. The Grim Reaper (stat block provided below) appears beside you in an unoccupied space and you can communicate with it telepathically.
In combat, the Grim Reaper shares your initiative count, but it takes its turn immediately after yours. It can move on its own but will only follow you around, unless you take a Bonus Action on your turn to telepathically command it to take one of the actions in its stat block. It will only take an Attack of Opportunity or cast Counterspell against a creature that has already damaged it.
Once summoned, the reaper remains under your control for 2 hours or until reduced to 0hp; after 2 hours has passed control of the reaper slips and the reaper becomes hostile to you but not your allies unless they attack it. You cannot banish the reaper unless you conduct an hour long ritual while expending a spell slot of 4th level or higher to dismiss it. During the course of this ritual the reaper loses it's In Your Last Moments trait. The reaper will attempt to Counterspell this ritual at its completion, on successful Counterspell of the ritual the reaper becomes hostile towards you.
Grim Reaper
Medium Undead, neutral
Armor Class 17 (natural armor)
Hit Points 152 (18d10 + 54)
Speed 0 ft., fly 60 ft. (hover)
STR DEX CON INT WIS CHA
14(+2) 21(+5) 17(+3) 14(+2) 17(+3) 12(+1)
Bound Forever. The reaper is immune to effects that would turn undead or banish it.
Regeneration. The reaper regains 10hp at the start of each of its turns. If the reaper took radiant damage this trait doesn't function at the start of the reaper's next turn.
In Your Last Moments. The reaper can only be seen by its summoner, creatures with truesight or by creatures the reaper has damaged.
Soul Siphon. Whenever a creature dies while within 100 feet of the reaper, their soul is immediately captured by the reaper.
The One That Got Away. If its summoner is reduced to 0hp while within 100 feet of the reaper, the summoner has disadvantage on death saves. If the summoner dies while within 100 feet of the reaper, the reaper immediately fades out of existence taking the summoner's soul with it.
Death Cannot Die. In the event the reaper is reduced to 0 hp, its body and equipment fades into nothing and cannot exit its home plane for 24 hours; rendering this function inoperable for the duration.
Innate Spellcasting. The reaper's innate spellcasting ability is Wisdom(spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components.At will: chill touch (4d8), toll the dead (4d8/4d12), spare the dying, hold person, inflict wounds (9th level)
3/day each: enervation, blight, counterspell, vampiric touch, revivify
1/day each: power word kill, finger of death (doesn't create zombie), circle of death, raise dead
Magic Resistance. The reaper has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The reaper makes two Reaper's Scythe attacks or casts a spell from its innate spellcasting list.
Reaper's Scythe. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 27 (6d8) necrotic damage. On a hit against a creature with 20 hp or less, the creature must make a Constitution saving throw, DC17. On a fail the creature dies instantly and the reaper can make one extra attack this turn.
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