Reaper Soul
Within you there is a fragment of the soul of death awakened, perhaps due to a very near-death experience or due to being born in a place where death is so common that you were cursed... or blessed by necromantic forces. Terrorize your enemies with necromancer powers and the practices of dark arts, your skills exploit the vulnerabilities of all living beings and control the corpses of those who died.
Reaper Magic
1st-level Reaper Soul feature
You learn certain spells at the sorcerer levels noted in the table below. They count as sorcerer spells for you, but they don't count against your number of Spells Known.
When you gain a sorcerer level, you can replace one spell from this feature with a conjuration or necromancy spell, of the same level from the sorcerer, warlock, or wizard spell list.
| Sorcerer Level | Spells |
|---|---|
| 1st | Inflict Wounds |
| 3rd | Summon Beast |
| 5th | Summon Undead |
| 7th | Summon Aberration |
| 9th | Summon Draconic Spirit |
Disclamer. The creature type of summon beast, summon aberration and summon draconic spirit changes to Undead, as you summon creatures in their rotting and decaying state.
Reaper's Lantern
1st-level Reaper Soul feature
You magically create a lantern that stores your necromantic energy. It is a Tiny object that can serve as a spellcasting focus for your sorcerer spells. While holding this lantern, you have these benefits:
- You know the chill touch cantrip.
- When you cast chill touch, you can target an ally to 0 hit points and making death saving throws, instead of making an attack and dealing damage, the ally gains the effects of spare the diying.
- When you cast a necromancy spell you awaken fear in the heart of your target, you can change the damage type to psychic.
- When you reduce a creature to 0 hit points with a necromancy spell, you gain temporary hit points equal to the spell's level per your proficiency bonus (cantrips count as 1st-level spells for this feature).
If you lose the lantern, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous lantern.
Shadows of the Dead
6th-level Reaper Soul feature
You bring to your side a creature you have cut down to help you in your goals. As a reaction when a creature you can see dies within 60 feet of you, the creature's soul is locked inside your Reaper's Lantern. You can have a maximum number of stored souls equal to your proficiency bonus, and you can't create one while at your maximum.
The creature cannot be brought back by short means such as revivify or true resurrection until with an action, you expend the soul to cast a reaper magic summoning spell without requiring concentration and any somatic or verbal components.
If you cast this way, your summoned creature is immune to effects like dispel magic, because you use the soul of the trapped creature in your lantern as fuel. When the spell's effect ends, the creature's soul is released.
Additionally, whenever you cast one of these spells (whether or not using this feature) you can expend sorcery points to empower this feature, in the following ways:
- Darkess Armor. For 1, 2, or 3 sorcery points you increase your AC by an equal amount.
- Enchanted Attacks. For 1 sorcery point, your undead spirit's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Multiattack. You ignore the multiattack of your summoned creature's statblock, for every 4 sorcery points expended the creature can make an additional attack after the first attack.
Counterlife
14th-level Reaper Soul feature
When a creature you can see within 60 feet of you regains hit points, you can use your reaction to turn that healing into necrotic damage.
After using this feature you must finish a long rest to do it again, or spend 4 sorcery points.
Aspect of Death
18th-level Reaper Soul feature
If you expend 4 sorcery points, you adopt the form of the darkness that is kept in your soul, being the one who dictates who lives or dies. You gain the following benefits:
- You gain immunity to necrotic damage and are immune to the charmed and frightened condition.
- You can use counterlife without limit of uses and targeting all creatures within the range of the ability.
- You can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.