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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. \pagebreakNum ### 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. \columnbreak 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.