## Reaper
A skull peers from under shadowy cloak, it looks through the inn's wall to an opposing room where a young man is threatening an older lady.  The reaper is already plotting the young man's demise.

A wisened human waves his hands and four palace guards immediately flee in fright as he treads his way into the king's chambers.

A woman floats above the ground toward a group of trespassers who cower upon her silent arrival. She immediately utilizes her skills to sway them in her favor.
### Undying
All reapers are created through a ritual by death's own hand. The reapers are an rare kind who thrive on death itself, specifically the removal of souls. These souls are gifts in their eyes or rather payment for fulfilling their duties as reapers. The souls are the reapers lifeforce and keep the reaper hearty until the quest given to him by death is completed in its entirety. Whether it be to gather a certain number of souls, or just one specific soul.
### Power Through Death
ALong with the fact that the souls give reapers the power of life they also grant special powers that only reapers are capable of retaining. For instance, a form of sight based on souls age and vitality. Some are even powerful enough to summon a visage of death itself and wear it as their own.
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### Creating a Reaper
When creating a reaper you must think about a few different reasons why your character is a reaper in the first place. Did they come back due to unfinished business and a deal with death itself? Were they offered a second chance due to an accidental death? Did they play a game of chance with the Raven Queen and win, which granted them extended life and special abilities? Do you enjoy the reaper abilities or do you despise the fact that you are basically undead?

Work with your DM and find a mindset that works well with you. It is possible that your quest(s) granted by death or the Raven Queen may be the reason why you are found at the beginning of an adventure. You may even find a way to fit the quest into small favors during large campaigns.

Are there any people you are close to even after death? Do you know them? How do they feel about your newfound powers? Is being a reaper romanticized to them, or are you an abomination to you family?

Does Death speak directly to you? and if so, how? Is it telepathic, or through a charm? Where did you get your weapon and equipment from after you were brought back from Death's plane? Do you converse directly with death or is it a one-way conversation? How powerful are you compared to other reapers? Did anything particular mark your death in the material world?

All of the question are important to answer and can help you build a background for your reaper, there are endless possiblities. All involving death and the abilities granted by it.
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<img 
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Credit: Ludic Sayan
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#### Quick Build
You can can make a reaper quickly by following these suggestions. First, Wisdom should be your highest abilty score, followed by Strength. Second, choose the hermit background. Third choose the
## Class Features
As a Reaper, you gain the following class features
#### Hit Points
**Hit Dice:** 1d10 per reaper level  
**Hit Points at 1st Level:** 10 + your Constitution modifier  
**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per reaper level after 1st
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#### Proficiencies
**Armor:** Light Armor  
**Weapons:** Simple weapons, martial weapons  
**Tools:** None  
**Saving Throws:** Wisdom, Strength  
**Skills:** Choose three skills from Arcana, Deception, History, Insight, Intimidation, Investigation, Perception, and Religion
#### Equipment
You startwith the following equipment, in addition to the equipment granted by your background:
* (a) a light crossbow and 20 bolts or (b) any simple weapon
* (a) a component pouch or (b) soul jar
* (a) a scholar's pack or (b) dungeoneer's pack
* (a) leather armor, dark or (b) fine clothes, dark

<div class='classTable wide'>
##### The Reaper
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known |Slot Level|Soul Capacity|
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 | Soul Magic, Usher | 2 | 3 | 1st |5|
| 2nd | +2 | Deathvision, Soul Pact | 2 | 3 | 2nd|10| |
| 3rd | +2 | Aspect of Death | 2 | 3 | 2nd |15 |
| 4th | +2 | Ability Score Improvement | 3 | 4 | 2nd |20|
| 5th | +3 | Ethereal Step | 3 | 4 | 3rd |25|
| 6th | +3 | Decomposing Touch | 3 | 4 | 3rd |30|
| 7th | +3 | Aspect of Death | 3 | 5 | 4th |35|
| 8th | +3 | Ability Score Improvement | 3 | 5 | 4th |40|
| 9th | +4 | ─ | 3 | 5 | 5th |45|
| 10th | +4 | Gliding Stride | 4 | 6 | 5th |50|
| 11th | +4 | Aspect of Death | 4 | 6 | 5th |55|
| 12th | +4 | Ability Score Improvement | 4 | 6 | 5th |60|
| 13th | +5 | ─ | 4 | 7 | 5th |65|
| 14th | +5 | Ability Score Improvement | 4 | 8 | 5th |70|
| 15th | +5 | Soul Farming | 4 | 9 | 5th |75|
| 16th | +5 | Ability Score Improvement | 4 | 10 | 5th |80|
| 17th | +6 | Aspect of Death | 4 | 11 | 5th |85|
| 18th | +6 | Immortal Form | 4 | 12 | 5th |90|
| 19th | +6 | Ability Score Improvement | 4 | 13 | 5th |95|
| 20th | +6 | Grim Reaper | 4 | 15 | 5th |100|
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### usher
At the 1st level, you have been granted the knowledge of a sending ritual used to guide the souls of the deceased to the other side. Using this ritual will allow you to collect and use souls to power your abilities as a reaper.

The sending ritual is to be done before a long rest, as a reaper cannot be everywhere at once. The souls of those who die within 10 miles are ushered into your vessel of souls to be ushered to the other side when you awake the 
>#### Ushering
Since there is no way of specifying each individual campaign, the DM will need to decide how many souls were lost within 1 mile radius of the reaper overnight.

The sending ritual can also be performed on creatures with souls who have died within the last 5 minutes. The ritual itself takes 1 minute at the end of which you may add the soul to your collection.

All reapers have a set capacity that fills overtime, if you overfill yourself with souls you will begin to leak. For every hour spent over the soul capacity (detailed above) 1d6 souls seep out and into the ethereal plane, forever lost.

### Soul Magic
Your collection of souls grants you immense power without which you would not be able to participate in spellcasting. See Chapter 10 in the Player's Handbook for general rules of spellcasting and the end of this class for the reaper spell lists. 
#### Cantrips
You know two cantrips of your choice from the reaper spell list. You learn additional reaper cantrips of your choice at higher levels, as shown in the Cantrips Known column of the reaper table.
#### Spell Slots
The Reaper table does not show how many spell slots you have because your spell slots are based on the amount of souls you have at any moment in time. The table does show; however, the level of spell slots you cast, all of your spell slots are the same level. To cast one of your reaper spells of 1st level or higher, you must expend one of your souls. At higher levels you are more capable of spending the same amount of souls on higher level spells. You do not regain all expended spell slots when you finish a short or long rest.
#### Spells Know of 1st Level and Higher
At 1st level, you know three 1st-level spells of your choice from the reaper spell list. The Spells Known column of the Reaper table shows when you learn more reaper spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new reaper spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the reaper spells you know and replace it with another spell from the reaper spell list, which also must be of a level for which you have spell slots.

#### Spellcasting Ability

Wisdom is your spellcasting ability for your reaper spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a reaper spell you cast and when making an attack roll with one.

** Spell save ** = 8 + your proficiency bonus + 
your Charisma modifier

** Spell attack modifier ** = your proficiency bonus + your Charisma modifier
#### Spellcasting Focus

You can use an soul vessel as a spellcasting focus for your reaper spells.
### Reaper's Curse
At the first level you notice that being a reaper comes with a price, but along with a price comes abilities.

Everyone around you has a hard time talking or conversing with you directly. Every creature with a soul that directly speaks with you suffer disadvantage on Deception and Persuasion checks.

You have also discovered that if you do not keep at least one soul in your vessel that you are pulled toward the ethereal plane and begin to disappear. If you do not possess a soul for 24 hours you will fully dissapate from the material plane.

Too many souls however cause problems as well. For each soul you possess you have a 1% chance of getting no sleep during a long rest and suffering exhaustion the next morning.

### Deathvision
As you have adjusted to the material plane you have noticed that you are capable of seeing people's souls. At the 2nd level you can expend 1 soul's energy to see in Deathvision for 5 minutes.

Deathvision ignores walls, floors, and ceilings, that are less than 5 ft. thick and stretches for 60 ft. in all directions. It grants darkvision for the same distance and the following effects.

All creatures with souls that you can see with Deathvision glow faintly. The brightness of the this glow is based on vitality with the brightest having the most vitality. The color of the creature is its souls age. with blue being young and full of energy and yellow being old and wise.
### Aspect of Death
At 3rd level, you choose an Aspect that you emulate in the exercise of your reaper abilities: Cloak, Scythe, or Vessel all detailed at the end of the class description. Your aspect choice grants you features at 3rd level and then again at 9th, 13th, and 17th level
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### Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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
### Ethereal Step
At the 5th Level you have become adept at jumping to the ethereal plane and back. You can use a bonus action to expend 1 soul and teleport 30 ft. through the ethereal plane. While in the ethereal plane nothing can harm you or affect you from the material plane and vice versa. You must designate a target point before utilizing your ethereal step, unless you would rather shift back within a wall.
### Decomposing Touch
At the 6th level a reaper is capable of focusing death's energy into a that can decay organic tissue in seconds. At the expense of 1 soul: 
* Any body that is lacking a soul can be instantly decayed beyond repair and ressurection. 
* Any body still  holding a soul must make a Constitution Saving Throw or take 2d10 necrotic damage. On a successful saving throw the target only takes half damage. 

This action requires a standard action during combat.
### Gliding Stride
Beginning at the 10th level your reaper form is starting to take over a mojority of your body. You now float about a full foot off of the ground. This gliding movement allows the reaper to ignore difficult terrain at all times. This can be turned off at-will and requires no soul expense.
### Soul Division
At the 15th level you have noticed that you waste far too much of your captured soul's energy. It is your duty to utilize soul energy to its max potential. In order to do this you have developed a way to split souls into smaller portions. Every 1d10 days you can make a DC 20 Wisdom Check on a successful check the amount of souls in your storage doubles. If you have more than your soul storage capacity refer to your Usher ability for soul leakage.
### Immortal Form
At the 18th level your body has tread the line between life and death for so long that you might as well be considered a ghost. At the expense of 1 soul you no longer need to eat, drink or sleep. Additionally if you are required to make a Constitution saving throw for any reason you have advantage.
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### Grim Reaper
At the 20th Level you have embodied death in a physical form. This makes you a creature that is immune to death. If your physical form takes enough damage to kill you, instead you are turned to ash. In 1d10 minutes, you can ressurect at a point of your choosing, provided that you have not completed your task for which you traded your immortality for. If you require ressurection more than is necessary death may decide that you are not worth the time and bar you from coming back to the material plane.

## Aspect of Death
Reaper have many features in common, the most noticeable features are the physical traits reapers possess. The Cloak, the Scythe, and the Vessel of Souls. Each reaper desires to perfect the use of one of death's gifts. Your choice Aspect is a reflection of choices you still possess after giving your soul up for extended life and powers.
### Cloak
You have developd a bond with the shroud that surrounds your person. This bond has strengthened the already powerful gift that death has bestowed onto your person. From using the shadowy cloak to hide from enemies and strangers, to stepping onto the ethereal plane only to reappear behind a formerly threatening adversary. The cloak provides protection and intimidation to those who wish to learn how to use it correctly
#### Invisibility Cloak
Starting at the 3rd level, so long as your bond with the cloak remains you are capable of slipping into the shadows unnoticed. You have advantage on Dexterity (Stealth) if you are in dim light or less and do not move.
#### Ethereal Jaunt
If you selected this Aspect of Death at the 3rd level you gain Ethereal Jaunt at the 7th level. You have become proficient at stepping across the veil into the ethereal plane, you can now add your normal speed to the 30 ft. previously detailed in Ethereal Step at the 5th level. Ethereal Step still requires a soul's energy and is still considered a movement action during combat.
#### Ghastly Visage
At the 11th level you have not only mastered the art of the death's cloak, but also the hood. At the expense of 1 soul you may don a ghastly mask that requires all creatures that possess a soul and can see your face to roll a Wisdom saving throw. On a fail, the creature is turned for 10 minutes. On a success, it has no affect on the creature and it becomes immune to this effect for the next 24 hours.
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#### Master of Shadow
At the 17th level your bond with death's cloak has given you great power. You learn the spell Invisibility and can cast it as though is was a cantrip.
<img 
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Credit: Rimbuz
### Vessel
#### Restoration
Death has the power to take life and restore it as you have found out. At the 3rd level if you chose the Vessel Aspect of Death then you learn the spell Cure Wounds if you did not know it already.
#### Fortitude of Death
The souls kept in your vessel have given you a lifeforce shield overtime. At the 7th level, you gain a +2 permanent bonus to your Constitution.
#### Rejuvenation
At the 11th level you have begun to utilize your souls for healing more than for destroying. As you have healed many people you have gained knowledge of poisons and diseases all of which has been stored in your vessel like an encyclopedia of known ailments. Using a soul you can discover what is ailing a creature with a soul. Be it a disease, poison, or madness. The only catch is that you only possess knowledge of what is known. Any unknown poisons/diseases have not been registered in your vessel.
#### Ressurection
At the 17th level you have found a way to reverse death, though it is a very powerful spell that should not be done very often as it upsets the balance of the planes. Expending 100 souls, you may make a DC 10 Wisdom (medicine) check to restore a dead creature to life. The creatures body must be in reasonable shape to support life again (i. e. no headless bodies or heavily decomposed bodies). If successful the body is returned to life with all of the past memories and abilities. This can only be done once to a specific physical form.
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### Scythe
Death's scythe is the number one most iconic image of death itself regardless of the dimension or plane you live in. You have accepted this as a fact of life and in doing so have dedicated your time as a reaper to perfecting the art of reaping.
#### Reaper's Weapon
At the 3rd level your scythe has bonded to you. Instead of requiring a physical weapon to defend yourself, you now own a weapon that walks the line between the veil just as you do. This weapon acts as a weapon created by the Spiritual Weapon spell, the only difference being it can only be summoned in one form and you can cast Reaper's Weapon as a cantrip with no soul expense. This weapon's attacks are treated as magical for the purpose of calculating damage.
#### Reaper's Mark
Your time spent harvesting souls has given you an innate ability to point out your opponent's weaknesses quickly and efficiently. Beginning at the 7th level you can use an action to analyze your target and mark their weakness. This grants you an automatic critical hit on their next turn.
#### Reaper's Boon
As with all weapons a lifetime spent with one will make one an expert. With you however, you spend lifetimes on your weapon rather than with it. Starting at the 11th level you may expend 10 souls into your spiritual weapon, thus bestowing a permanent +1 enchantment bonus.
#### Reaper's Precision
Starting at the 17th level your bond with your reaping weapon has become stronger. Your practice with this weapon has shown you new ways to maximize your soul harvesting abilities. When attacking with your Reaper's Weapon 18-20 are now natural critical hits.
## Multiclassing
### Prerequisites
In order to multiclass into the reaper class you must first have the following prerequisites:
* 13 Wisdom
* 13 Constitution
* You must have also died at least once.

### Proficiences
When you multiclass successfully into the reaper class you gain the following proficiencies:
* Light Armor
* Simple Weapons
* History (Intelligence) or Arcana (Intelligence)
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## Reaper's Spellcasting List
#### Cantrips:

Blade Ward

Chill Touch

Guidance

Light

Mage Hand

Message

Minor Illusion

Prestidigitation

Resistance

Sacred Flame

Spare the Dying

Thaumaturgy

True Strike

#### 1st Level Spells:

Absorb Elements

Alarm

Armor of Agathys

Arms of Hadar

Bane

Bless

Color Spray

Command

Compelled Duel

Comprehend Languages

Detect Evil and Good

Detect Poison and Disease

Disguise Self

Dissonant Whispers

Expeditious Retreat

False Life

Feather Fall

Fog Cloud

Guiding Bolt

Hellish Rebuke

Heroism

Hex

Hunter's Mark

Identify

Illusory Script

Inflict Wounds

Protection from Good and Evil

Silent Image

Sleep

Unseen Servant

#### 2nd Level Spells

Aid

Alter Self

Arcane Lock

Blindness/Deafness

Blur

Calm Emotions

Crown of Madness

Darkness

Darkvision

Enhance Ability

Enlarge/Reduce

Gentle Repose

Hold Person

Invisibility

Knock

Lesser Restoration

Levitate

Locate Object

Mirror Image

Misty Step

Moonbeam

Nystul's Magic Aura

Pass without Trace

Phantasmal Force

Protection from Poison

Ray of Enfeeblement

See Invisibility

Shatter

Silence

Spider Climb

Wardning Bond

Warding Wind

Zone of Truth

#### 3rd Level Spells

Animate Dead

Aura of Vitality

Bestow Curse

Clairvoyance

Counterspell

Daylight

Dispel Magic

Erupting Earth

Fear

Feign Death

Fireball

Fly

Gaseous Form

Haste

Hunger of Hadar

Leomund's Tiny Hut

Lightning Bolt

Magic Circle

Major Image

Meld into Stone

Nondetection

Protection from Energy

Remove Curse

Revivify

Slow

Speak with Dead

Vampiric Touch

Water Breathing

Water Walk

Wind Wall
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#### 4th Level Spells
Aura of Purity

Banishment

Blight

Confusion

Death Ward

Dimension Door

Elemental Bane

Evard’s Black Tentacles

Freedom of Movement

Greater Invisibility

Hallucinatory Terrain

Leomund’s Secret Chest

Mortenkind’s Faithful Watchdog

Mortenkind’s Private Sanctum

O’s Resilient Sphere

Phantasmal Killer, Polymorph

Wall of Fire

#### 5th Level Spells 

Animate Objects

Antilife Shell

Bigby’s Hand

Circle of Power

Contact Other Plane

Contagion

Control Winds

Destructive Wave

Dispel Evil and Good

Dream, Greater Restoration

Hallow

Insect Plague

Mislead

Passwall

Raise Dead

Seeming

Telekinesis

Wall of Force

Wall of Stone
### Credits
**Huge Thanks to these people for balancing/editing help:**
* r/UnearthedArcana
* D&D Wiki
* u/Rerem115
* u/Pivotalia
* u/vaegrim

**Illustration Thanks to:**
* Rimbuz
* LudicSayan

**Initial Creator:** Michael Swift