A cleric that follows a religious practice dedicated to death, dying, or magic that corrupts life. Sometimes a reaper religion includes worship of undeath or necromancy, but sometimes it is a more benign faith that focuses on the peaceful and natural passage of life into death, or passage into an afterlife.
Level 1
Reaper: Extra Spells Prepared
When you reach certain levels as a cleric, you gain the ability to cast higher level spells. When you do, you prepare these additional spells. They do not count against the number of cleric spells you have prepared.
| Cleric Level | Extra Spells |
|---|---|
| 1 | Inflict Wounds, Rend Vigor |
| 3 | Spirit Link, Well of Corruption |
| 5 | Life Drain, Spectral Lance |
| 7 | Blight, Discorporate |
| 9 | Antilife Shell, Enervate |
Level 3
Reaper: Siphon Life
Bonus Action – 1 Ally (60 ft) – Magical
Immediately after you deal necrotic damage with a spell of 1st level or higher:
- Target regains hit points equal to 5 or twice the spell’s level, whichever is higher.
Reaper: Channel Divinity: Soul Tether
Action – 1 Creature and 1 Ally (60 ft) – 1 Minute – Channel Divinity – Magical
This ability cannot target constructs.
- First, choose a willing ally who is both conscious and has more than 0 hit points. They are the ‘living tether’.
- Second, choose a creature at 0 hit points or a dead creature who has been dead for less than one minute. This creature is the ‘tethered soul’.
- The tethered soul becomes conscious, alive (if they were dead), and stops rolling death saves (if they were unconscious). They don’t count as dead during the time for the purposes of spells like Revivify. If they lost body parts when they died, they can still act as if they had those parts, the missing parts recreated with spectral remnants of their soul. These spectral body parts disappear at the end of this effect.
- The tethered soul can speak and act normally on their turn. If they were dead, they are added to the initiative directly after your turn.
- Any damage the tethered soul takes is instead dealt to the living tether, and the tethered soul does not suffer death saving throw failures from being attacked. Otherwise, the tethered soul is affected by conditions and other effects normally.
- The creature you select as the tethered soul does not need to be willing or even friendly to you, but you have no control over them.
- After 1 minute or the living tether reaches 0 hit points, the tethered creature falls unconscious or dies again, resuming death saving throws if applicable.
This ability can affect undead creatures. If an undead creature is destroyed, you can use this ability to tether them to a conscious ally so long as they were destroyed less than one minute ago, even if they first died long ago.
Level 6
Reaper: Draw Upon Vitality
Reaction – Magical
After you roll damage with a spell that deals necrotic damage, you can choose to empower the spell.
- You then reroll the spell’s damage. You must take the second roll.
Level 10
Reaper: Death Touched
You master using death magic to harm others, and gain defenses against it as well.
- When you deal necrotic damage, you ignore resistance to necrotic damage.
- You are immune to disease and the drained condition.
You also gain one of:
- Resistance to necrotic damage.
- Resistance to poison damage.
Level 14
Reaper: Corrupt Healing
You hit your foe with a surge of necrotic energy.
Reaction– 1 Creature (60 ft.) – 1 Round – Magical
Trigger: A creature regains hit points or gains temporary hit points.
- Any healing or temporary hit points the target just received are lost.
- The target cannot be healed, gain temporary hit points, or benefit from any regeneration or similar feature.