Base Class: Warlock
Stories of the messengers of death carrying the souls of the departed to the underworld have been around since longer than religions themselves. The fear that these messengers strike into the mind of creatures is enough to make even the strongest warrior faint. One of the strongest of these creatures has contacted you in an effort to extend its reach into the realm of the living. As you bind yourself to it, you are also bound to its rules, and ever increasingly, its essence itself.
Only one thing you know - you must reap.
Death's Preference
Your patron would prefer you to use their weapon of choice, sycthes, and so have granted you proficiency.
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
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Death's Life
Death looks out for it's own.
Starting at 1st level, if you were to be knocked unconscious by an attack, dark energy surges through you reducing your max HP by half, and increasing your current HP to its new maximum.
Once you use this feat, you cannot do so again until after a short or long rest.
Taking a short or long rest and spending an hour communing with your patron allows your health to return to normal.
Death's Visage
Communing with Death has begun to take its toll on your physical form.
Starting at 6th level, you begin to exhibit many of the features of your nightmarish patron.
Your body seems unnaturally gaunt and skeletal, even though you continue to eat as normal, your voice becomes gravely and hallow, and your eyes turn completely black. These physical changes lead to the following:
Your ghoulish visage causes you to have advantage on intimidation rolls as most creatures fear looking at you, but disadvantage on persuasion rolls.
Your communion with your patron has allowed you to see between the veil of the worlds and has gifted you Truesight. As a bonus action you can cast the spell True Seeing a number of times a day equal to your Charisma modifier (minimum of 1). This spell costs no material components to cast. You regain expended uses of this ability every dawn. The range of this ability is 15 feet, and a duration of 5 minutes.
While standing on Hallowed ground the range is increased to 60 feet, and the duration to 10 minutes.
At 18th Level, the strength of this ability is strengthened. It then has a range of 30 feet and a duration of 30 minutes, while on Hallowed ground it has a range of 120 feet and lasts until you leave the Hallowed ground or it is dispelled.
Death's Call
Starting at 10th level, you continue to take on the ghoulish features of your patron, striking fear into the hearts of those who see you. If not already in combat, this allows you to choose one creature you see within range and call their spirit from its body. The creature must make a CON save according to your spellsave DC or its spirit separates from its body and begins to move towards you at half its normal walk speed while it's body remains in place. The creature's spirit must travel the shortest distance between itself and you on its turn passing through obstacles as if they weren't there. The creature repeats the save at the end of each of it's turns, ending the effect on a success. The creature may also repeat the save when its spirit is attacked, and may do so at disadvantage if its body is attacked.
If a success would cause the creature to return to its body while its spirit is occupying the space of another object or creature, it is first shunted to the next available space, taking 1d4 force damage for every five feet it is shunted, before being snapped back to its body, taking 1d6 psychic damage for every five feet it has traveled.
If the creature's spirit reaches you, you stretch out a bony, ethereal hand and grasp it causing it's spirit to wither and banishing it to your patron's extra-dimensional plane. This causes the link between the creature's spirit and body to sever, killing it instantly. Only spells capable of bringing a creature's spirit back from an extra-dimensional plane are able to resurrect a creature killed this way.
You may not start performing this ability if you are currently in combat, but you may continue if combat begins.
You must maintain full concentration while performing this ability. (You may not attack, cast spells, move, etc. while performing this ability)
Only creatures with Truesight can see the creature's spirit.
Constructs, undead, and those immune to the fear condition are unaffected by this ability.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Death's Judgement
Death is no respecter of creatures, and your patron has called upon you to fulfill your ultimate destiny - transport souls to the underworld.
Starting at 14th level, by raising your arm and using an action you create an incorporeal scythe that extends 30 feet above you. At any time after forming the scythe, you may use a bonus action to swing it in a 30 foot half circle in front of you, reaping their souls. All creatures in the scythe's path must make a WIS save. On a failed save, a creature takes 15d10 necrotic damage, or half as much on a success. If a creature is at half health or less when their souls are reaped, they are dead.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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11/11/2021 9:40:01 PM
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Coming Soon
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