Guide for the Reaper

by hyenagames

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Guide for the Reaper

So, you want to be a reaper. Do you have what it takes? I guess you don since you are reading this guide. Well you little shrimp, I am here to help you to be the being that put fear in the opponent’s eyes.

Let’s start with your

background

You are a Fallen Aasimar, you live in average 160 years, you have darkvision, resistance to radiant and necrotic damage, you can use an action to heal others, you know the light cantrip, and you make creatures near you frightened.

You know who your parents are. Your Mother is a Lawful Evil Academic, despite her personality you both have a Friendly relationship. Your Father is a Neutral Politician, and despite his eccentric wife, he learned to ignore her evil behavior, and he is friendly with you.

You were born in your own house; your mother was too busy in her research to notice the contractions.

Because of your parents’ work, you had a wealthy childhood living in a castle, everyone you knew was nice and friendly towards you.

You grew up in a household with strong religious convictions; mostly to get the protection from the church. Becoming an Acolyte seemed natural.

You became a Cleric because A supernatural being in service to the gods called you to become a divine agent in the world.

You had a supernatural experience, as you were working at the temple you witness the calling of The Raven Queen, you now serve as her agent to kill those who defied the cycle of life and those who shouldn’t be alive.

Class

You will start as a Cleric from the Death Domain. You are not a healer, you are the messenger of death.

You then take one level in Warlock with the Hexblade Patron. Even though The Raven Queen is not your patron, she is the maker of your weapon, you follow her beliefs and act on her behalf.

Cleric Level Ability
1 Bonus Proficiency, Reaper
2 Turn Undead, Touch of Death
3 -
4 ASI
5 Destroy Undead (CR ½)
6 Channel Divinity 2, Inescapable Destruction
7 -
8 ASI, Destroy Undead (CR 1), Devine Strike
Warlock Level Ability
1 Hexblade’s Curse
2 Hex Warrior
3 Pact of the Blade
4 ASI
5 -
6 Accursed Specter
7 -
8 ASI
9 -
10 Armor of Hexes
11 Mystic Arcanum 6th level
12 ASI

feats

Well, with this class structure you have five ASI to spend, we will now expend them in feats.

Great Weapon Master

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Polearm Master

  • When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
  • While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.

Sentinel

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

eldritch evocation

Now that you have the skills to wield your scythe and use its full power, is now time to get you some extra powers from your eldritch evocation

Agonizing Blast


  • When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Ascendant Step


  • You can cast levitate on yourself at will, without expending a spell slot or material components.

Eldritch Smite


  • Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

Grasp of Hadar


  • Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.

Improved Pact Weapon


  • You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
  • In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
  • Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

Lifedrinker


  • When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum of 1).

Shroud of Shadow


  • You can cast invisibility at will, without expending a spell slot.

Thirsting Blade


  • You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Visions of Distant Realms


  • You can cast arcane eye at will, without expending a spell slot.

Whispers of the Grave


  • You can cast speak with the dead at will, without expending a spell slot.

Spells

Now with all that out of the way, let's choose your spells, even though you don’t need them, is nice to have something for those uncertain moments when you are the last one in your party alive.

You already start with extra Cleric, and an expanded Warlock spell list. Your cleric abilities allow you to cast your warlock spells more than twice a day.

Cleric Level Spells
1st false life, ray of sickness
3rd blindness/deafness, ray of enfeeblement
5th animate dead, vampiric touch
7th blight, death ward
9th antilife shell, cloudkill
Warlock Level Spells
1st shield, wrathful smite
2nd blur, branding smite
3rd blink, elemental weapon
4th phantasmal killer, staggering smite
5th banishing smite, cone of cold

Here is a list of some spells useful for you.

Cleric Spell Level Spells
Cantrip Chill Touch, Spare the Dying, Sacred Flame, Toll the Dead
1st Cure Wounds, Healing Word, Inflict Wounds, Sanctuary
2nd Prayer of Healing, Spiritual Weapon, Zone of Truth
3rd Life Transference, Mass Healing Word, Remove Curse, Revivify Spirit Guardians
4th Divination, Locate Creature
Warlock Spell Level Spells
Cantrip Eldritch Blast, Green-Flame Blade, Mage Hand, Minor Illusion
1st Armor of Agathys, Arms of Hadar, Unseen Servant
2nd Invisibility, Mirror Image, Misty Step
3rd Counterspell, Dispel Magic, Fly, Gaseous Form
4th Banishment, Blight, Dimension Door, Shadow of Moil
5th Hold Monster, Negative Energy Flood
6th Eyebite
Suffering from MAD

If your DM allows you can ask him to merge the spell casting ability to WIS or CHA.

 

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