Reaper
About this class
Deliver divine judgment, walk the boundary between life and death, and ensure that every soul meets its final fate.
Domains
Splendor
Starting stats
Hope feature
Class features
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Final Sentence
When you deal damage to a creature or an ally within Far range takes damage, you can mark a Stress to place a Sentence on that creature until the end of the scene.
* Condemnation: The first time a Sentenced adversary is reduced to half HP or fewer, it takes 2d8 magic damage.
* Absolution: The first time a Sentenced ally is reduced to half HP or fewer, they clear 1 HP. -
Foot in the Grave
You always know when a creature within Far range has 1 HP remaining.
Class items
- A weapon carried to deliver divine judgment.
- A holy or profane symbol used to mark those condemned by your rites.
Character questions
Background prompts
Connection prompts
Subclass cards
Printable via header menu
Grim Harvester
Foundation
SPELLCAST TRAIT: Presence
Reaping What You Sow: Spend 1 Hope to introduce a d6 Reaping Die. When you are in the spotlight, roll this die as a free action. On a 5+, each target within Close range must succeed on a Reaction Roll (13) or mark 1 HP as you sweep your weapon through them. The Reaping Die remains until the end of the scene.
Grim Harvester
Specialization
Final Breath: When a creature within Far range has 1 HP remaining, your Death’s Approach causes you to become Spectral until your next spotlight, or you attack.
Killing Stroke: When your Reaping Die triggers, you can mark a Stress to cause each target that fails the Reaction Roll to mark 1 additional HP.
Grim Harvester
Mastery
Dreadful Strike: When your Reaping Die triggers, each target that fails its Reaction Roll becomes temporarily Frightened. When you gain the Frightened condition, you must remain at Far range from the source of your fear. If you’re not, you must first move to Far range when gaining the Spotlight before taking any other actions. If you are unable to do so you have to mark a Stress.
Harvest of Souls: When your Reaping Die causes a creature to be defeated, clear 1 HP.
Scale of Judgment
Foundation
SPELLCAST TRAIT: Presence
Judgment: When you place a Final Sentence on a creature, Spend a Hope to choose their fate of Guilty or Innocent.
Guilty: Each time the creature takes damage, add twice your Spellcast trait to the damage.
Innocent: Each time the creature takes damage, reduce it by twice your Spellcast trait.
Scale of Judgment
Specialization
Divine Punishment: When a Guilty creature with your Final Sentence deals damage, you can mark a Stress to trigger its Condemnation.
Sacred Protection: When an Innocent creature with your Final Sentence takes damage, you can spend a Hope to trigger its Absolution.
Scale of Judgment
Mastery
Divine Verdict: Your Condemnation now deals 2d12 magic damage using your Proficiency.
Eternal Sentence: Your Final Sentences, Absolution and Condemnation, trigger automatically at the start of each of your spotlights.
Reaper
Deliver divine judgment, walk the boundary between life and death, and ensure that every soul meets its final fate.
Domains
Dread + Splendor
Starting Evasion
10
Starting Hit Points
7
Class Items
- • A weapon carried to deliver divine judgment.
- • A holy or profane symbol used to mark those condemned by your rites.
Reaper’s Hope Feature
Death's Approach : Spend 3 Hope to teleport to any creature you can see within Far range that has half its HP or fewer. Gain Advantage on your next attack against that creature.
Class Features
Final Sentence
When you deal damage to a creature or an ally within Far range takes damage, you can mark a Stress to place a Sentence on that creature until the end of the scene. * Condemnation: The first time a Sentenced adversary is reduced to half HP or fewer, it takes 2d8 magic damage. * Absolution: The first time a Sentenced ally is reduced to half HP or fewer, they clear 1 HP.
Foot in the Grave
You always know when a creature within Far range has 1 HP remaining.
Reaper Subclasses
Choose either the Grim Harvester or Scale of Judgment subclass.
Grim Harvester
Play the Grim Harvester if you want to wield a spectral scythe and bring the dying to their final end.
Spellcast Trait
Presence
Foundation Features
Reaping What You Sow: Spend 1 Hope to introduce a d6 Reaping Die. When you are in the spotlight, roll this die as a free action. On a 5+, each target within Close range must succeed on a Reaction Roll (13) or mark 1 HP as you sweep your weapon through them. The Reaping Die remains until the end of the scene.
Specialization Feature
Final Breath: When a creature within Far range has 1 HP remaining, your Death’s Approach causes you to become Spectral until your next spotlight, or you attack.
Killing Stroke: When your Reaping Die triggers, you can mark a Stress to cause each target that fails the Reaction Roll to mark 1 additional HP.
Mastery Feature
Dreadful Strike: When your Reaping Die triggers, each target that fails its Reaction Roll becomes temporarily Frightened. When you gain the Frightened condition, you must remain at Far range from the source of your fear. If you’re not, you must first move to Far range when gaining the Spotlight before taking any other actions. If you are unable to do so you have to mark a Stress.
Harvest of Souls: When your Reaping Die causes a creature to be defeated, clear 1 HP.
Scale of Judgment
Play the Scale of Judgment if you want to weigh souls, protect the worthy, and punish the guilty.
Spellcast Trait
Presence
Foundation Features
Judgment: When you place a Final Sentence on a creature, Spend a Hope to choose their fate of Guilty or Innocent.
Guilty: Each time the creature takes damage, add twice your Spellcast trait to the damage.
Innocent: Each time the creature takes damage, reduce it by twice your Spellcast trait.
Specialization Feature
Divine Punishment: When a Guilty creature with your Final Sentence deals damage, you can mark a Stress to trigger its Condemnation.
Sacred Protection: When an Innocent creature with your Final Sentence takes damage, you can spend a Hope to trigger its Absolution.
Mastery Feature
Divine Verdict: Your Condemnation now deals 2d12 magic damage using your Proficiency.
Eternal Sentence: Your Final Sentences, Absolution and Condemnation, trigger automatically at the start of each of your spotlights.
Background Questions
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Connections
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