Reaper Class

by Saltynub120

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Reaper Class
Reaper
Level Proficiency Bonus Features
1st +2 Reaper Weapon
2nd +2 Shadow Step
3rd +2 Reaper Type Feature
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Reaper Type Feature
7th +3 Deathly Presence
8th +3 Ability Score Improvement
9th +4 Deathly Body
10th +4 Reaper Type Feature
11th +4 Indomitable(1), Deathly Body
12th +4 Ability Score Improvement
13th +5 Indomitable(2)
14th +5 Shadow Slash
15th +5 Reaper Type Feature
16th +5 Ability Score Improvement
17th +6 Indomitable(3)
18th +6 Shadow Burst
19th +6 Ability Score Improvement
20th +6 Shadow Reap

Class Features

As a Reaper, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Reaper level
  • Hit Points at 1st Level: 8 + your consitution modifier
  • Hit Points at Higher Levels: 1d8(5) + your consitution modifier

Proficiencies


  • Armor: Light, Medium
  • Weapons: Simple, Martial
  • Tools: none

  • Saving Throws: Consitution, Wisdom
  • Skills: Choose two from skills Athletics, Acrobatics, Medicine, History, Religion, Intimidation, Insight

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a Leather Armor, Short Bow, Quiver, 20 Arrows or (b) Scale Mail
  • (a) Explorer Pack (b) Dungoneer Pack

Reaper Weapon

You get to choose to starting with a 2 Kurasagami, War Scythe, Reaper Scythe. Look below for the Weapons properties. You are proficent with these weapons, and you are proficent in smith tools when crafting or repairing these weapons.

Weapon Damage Weight Properties
Kursagami 1d4 Slashing 3 Finesse, Light, Thrown (range 20/40), Special
War Scythe 1d10 Slashing 4 Reach, Two Handed, Special
Reaper Scythe 1d12 Piercing 4 Reach, Two Handed, Heavy, Special
Kursagami

When you throw the Kursagami you can take a bonus action to bring it back.

War Scythe

You can do piercing damage in place of Slashing. This weapon is effected by Polearm mastery feat.

Reaper Scythe

Disadvantage when attack a creature within 5ft of you. When you land a hit you can spend a bonus action to move the create 5ft in any direction you want. This weapon is effected by Polearm mastery feat.

Shadow Step

At 2nd level you can spend a bonus action to allow you fly and hover for 1 round. You gain feather fall until you touch the ground, and can't use this ability unless you are touching the ground.

Reaper Type

At 3rd level you get to choose a subclass which is your Reaper Type. See below.

Ability Score Improvement

When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Deathly Presence

At 7th level at the start of your turn you can choose up to two creatures within 20ft of you. They take 1 nercotic damage at the end of their turn. At 11th level the damage becomes 1d4 neroctic damage.

Deathly Body

At 9th level you become resistent to nercotic damage. At 15th level you become immune to nercotic damage.

Indomitable

Beginning at 11th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Shadow Slash

At 14th level shadows follow your command. You can use a free action to make a shadow you can see attack a target it is adjacent to dealing 1d6 bludgeoning damage. You can use this once per turn only.

Shadow Burst

At 18th level you can channel shadow energy for 1 round. At the end of channeling all creatures within 20ft of you must make a DC 8 + your consitution modifier + proficeny bonus consitution save On failrue they are pulled as close as they can be twords you and then realse all the energy in a burst every creature in a 30ft radius of you takes 8d6 nercotic damage. On success they take only half damage, and are not pulled twords you. You can use this your consiutition modifier of times before needing a long rest.

Shadow Reap

At 20th level as a action you can go into a state which your whole body becomes a shadow. You gain the following effects for 1 minute. Once this ends you gain a level of exghustion. You can use this ability once before needing a long rest.

  • All your damage deal magical nercotic damage, and creatures immune to nercotic act as if they are resistent when you deal damage to them.

  • You can use any reaper ability that has unlimited uses for the Duration.

  • When a creature is at 20% or lower hit points you can use a action to preform do a auto hit and deal critical damgae which if it doesnt kill them thye must make a consitution saving throw DC the damage you delt on failure dieing or on success taking the damage. Once you use this you immeadtly are out of Shadow Reap state.

Reaper Type Subclass

Retribution Reaper

Kill to Heal

at 3rd level When you reduce a creature to 0 hit points killing them you heal your consitution modifier hit points. At 5th level you heal 1d8 + your consitution modifier hit points, At 11th level you heal 1d10 + your consitution modifier hit points, and at 17th l evel you heal 1d12 + your consitution modifier hit points. You can also choose to op out healing to store a 1st level spell slot you can give anyone to as a action the creature must be atleast 2 CR higher then you to gain a spell slot to store, and you can combine 4 spell slots for a 2nd level spell slot, and combine 3 2nd spellslots for 1 3rd level spell slot. You can give these spell slots to a creature who is able to have spell slots.

Killing Spree

At 6th level your movment speed is increased by 20ft for 1 round, and you gain advantage on your next attack roll. If you kill 2 creatures in 1 turn you are also able to attack a creature as a reaction.

Life Taker

At 10th level when you kill a creature you summon a zombie as if you casted Animate Dead which after a minute the undead will dissapear.

Oblierate

At 15th level as a action choose a point within 40ft of you, you then jump 30ft in the air then come crashing down ignoring fall as you swing your weapon in a 360, all creaures within 10ft radius of the point must make a dexteirty saving throw of DC 8 + your proficency bonus + your Dexterity or Strength Modifier. On failure the creatures take 8d6 Nercotic damage and they gain disadvantage on their atack rolls as well unable to take reactions until the end of your next turn. You can use this ability your dexterity modifier amount of times (minimum 1).

Grim Reaper

Reaper Strike

At 3rd level When you make a attack action you can spend a bonus action to add your Consitution modifier to the damage. As a action you can attack a creature with your weapon on successful hit the creature must make a Consitution saving throw on failure they take 1d4 Nercotic damage for your Consitution modifier of rounds (minimum 1). If you us this ability again to reaply the nercotic damage it only increases the duration by 1 round if they fail.

Sundering Strike

At 6th level you can use a action to stab your reaper weapon onto the ground all creatures within 20ft of the strike must make a Consitution DC 8 + your consitution modifier + your proficency bonus. On failure the creature gains a mark on them which they take 1d6 additional damage for 3 rounds. This can't stack on itself. At 8th level you can use a bonus action to bring any marked creature 10ft closer to you.

Finishing Blow

At 10th level if a creature is 50% or below their max hit points and you are 2 or more CR(level higher then CR) higher then the creature as a action you can instantly kill the creature.

Improved Finishing Blow

At 15h level if a creature is 20% or below their max hit points you can take a action to instnatly kill the creautre.

Persecution Reaper

Presecution Complex

At 3rd level When you are below your max Hit Points you add your proficency bonus to your attack rolls.

Persecution Strike

At 6th level as a action you can attack adding 1 damage every 5 hit points you are missing. At 9th level it is every 2 HP.

Adrenalin Rush

At 6th level when you are below your Max HP you can use a reaction to reduce damage by 1d6 + your Consitution modifier.

Vengence

At 10th level if you are at 60% or lower HP when a creature attacks you, you can make a reaction to attack them before they attack you, making a melee attack if they are in melee, or you do a slashing attack which deals a ranged 1d10 + your strength or Dexterity modifier of damage.

Greater Vegence

At 15th level when a creature attacks and successfully hits you, you can use a reaction to attack them as many times they hitted you.

 

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