Paladin
Base Class: Paladin

A Reaper Death Knight serves to facilitate the balance of life and death among the living. Evil forces that strives to bring early death must be dealt with and corrupt beings who strive to cheat death must be humbled accordingly. It is your role to judge either prolonging the life of good souls or bringing forth an early demise to those corrupt in their ambitions. An outside evil force who wishes to end life on their own is a threat to be dealt with, and a corrupt being who seeks to cheat death and surpass their own mortality must be stopped in order to preserve the balance. The role of a Reaper may prove to be difficult to carry out when it comes to resurrecting a fallen hero or defending the life of a villain that has proven to be a necessary evil. The Reaper must decide if death or life is appropriate despite the personal desires of others and themselves. A Reaper cannot be tempted by personal desires to break the oath of preserving balance of life and death where it applies, such as carrying out death motivated by revenge or prevent a loved one from dying when it is their time to pass on.

The undead and animated are unholy abominations existing outside of death and life at the same time. They are neither friend or foe by their nature. Since they remain neutral between the space of life and death, you judge if they are a threat to remove or nothing to concern yourself with for the time being.

Spectral Weapon

Spectral Weapon - As a bonus action, you can create and wield a single simple or martial weapon of your choice made of spiritual energy. It can only be wielded by you and deals only magical force damage type of the weapon chosen. Weapon stats applies as normal otherwise at the DM's discretion.

You can have only two Spectral Weapons existing this way, additional Spectral Weapons will replace the the second to last one created. You can dismiss a spectral weapon at any time as long as you are conscious and wielding it.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Death Reaper Spells
Paladin Level Spells

3rd

armor of agathys, hunter’s mark

5th

misty step, spiritual weapon

9th

bestow curse, protection from energy

13th

banishment, dimension door

17th

hold monster, dispel evil and good

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Soul Burial. As an action, you hold up your Holy symbol and speak a short phrase to root the enemies around you. Enemies within a 60 foot sphere that can see or hear you must make a WIS saving throw (DC {{savedc:cha}}). If the enemy is a fiend, celestial, or undead, they have disadvantage on the Wisdom save. On a failed save, they are restrained. On a successful save, they have only their movements halved.

The effect lasts for a minute or until they pass a wisdom saving throw at the end of their turn. This ability has no effect on constructs.

Turn The Tide. As a bonus action, you cast an uplifting aura around you, prolonging the life of your allies. Friendly creatures within 20 feet of you gain temporary hit points equal to your CHA score.

Purveyor of Death

By 7th level, you deal additional damage with your Spectral Weapons, choosing between the balance of two types. When you hit a creature with a Spectral Weapon, you can change the damage type to either Radiant or Necrotic and then add an additional [roll]1d6[/roll] damage die.

Deathly Repentence

Starting at 15th level, the authority with which you speak your Soul Burial gives you greater power over your foe. When a creature under the effect of your Soul Burial takes an action, you can use your reaction to make a melee weapon attack against that creature if it is within range.

Also, you gain innate resistance to Radiant and Necrotic damage.

Herald of Death

At 20th level, you can assume the ultimate final form of the Death Reaper. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • Wings sprout from your back and grant you a flying speed of 60 feet.
  • You emanate an aura of doom in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become paralyzed of you for 1 minute or until it takes any damage. Attack rolls against the paralyzed creature have advantage.
  • As a bonus action, you can transform the Spectral Weapon you wield into a Spectral Scythe that lasts until the Herald of Death form ends. The Spectral Scythe deals [roll]2d10[/roll] magical force damage and is treated as a Spectral Weapon. It also has Reach (10 ft) and Throw (Range 20/40).

Once you use this feature, you can’t use it again until you finish a long rest.

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes