Harbinger of the Last Reaping
Domain overview
Harbingers of the Last Reaping are relentless hunters who walk the boundary between life and death, marking those whose time has come and pursuing them alongside a spectral Grim. Blending the predatory instincts of a Ranger with the spiritual rites of a Cleric, they track restless dead, confront creatures that defy the natural cycle, and guide fallen souls toward their final rest. To a Harbinger, death is not inherently cruel—it is the final stage of the harvest, and what is reaped may nourish and protect those who remain.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Omen-Sworn Quarry |
When you make a creature your Ranger’s Focus, the Grim immediately moves to it.
When you make a creature your Ranger’s Focus, the Grim immediately moves to it. Once per round when you succeed on an attack against your Focus, you can spend 1 Hope to add 1d6 magic damage to the attack. |
0 |
| 1 | Spell | Ancestral Communion |
Spend 1 Hope and call upon the dead who walked before you.
Spend 1 Hope and call upon the dead who walked before you. Until you next roll with Fear, you have advantage on action rolls made to pursue, investigate, track, or confront your Focus. |
1 |
| 2 | Ability | Blood knows blood |
Spend 1 Hope to study a creature within Close range.
Spend 1 Hope to study a creature within Close range. The GM tells you its current HP, Stress, resistances, immunities, and significant vulnerabilities. You have advantage on your next action against it. |
1 |
| 2 | Ability | Hungering Edge |
When you hit your Focus with a weapon attack, you can mark 1 Stress to add 1d8 magic damage.
When you hit your Focus with a weapon attack, you can mark 1 Stress to add 1d8 magic damage. If the attack causes the target to mark HP, immediately clear that Stress. |
0 |
| 3 | Ability | Crooked Ward |
Once per rest, create a wicker ward around a point within Very Close range.
Once per rest, create a wicker ward around a point within Very Close range. Until the scene ends, supernatural adversaries within Very Close range of the ward are Vulnerable the first time they act there each round. |
1 |
| 3 | Spell | Veil of the reaper |
Spend 1 Hope.
Spend 1 Hope. Shadows wrap around you. Until you roll with Fear, whenever you succeed on an attack, you become Cloaked after the attack resolves and remain so until your next action. |
1 |
| 4 | Ability | Creeping Rot Ammunition |
Once per round after hitting with a weapon attack, mark 1 Stress to infect the target with grave-rot.
Once per round after hitting with a weapon attack, mark 1 Stress to infect the target with grave-rot. It takes 1d8 additional magic damage, and another adversary within Very Close range takes 1d6 magic damage. |
0 |
| 4 | Spell | Bane |
Spend 1 Hope and make a Spellcast Roll against up to your Proficiency in targets within Close range.
Spend 1 Hope and make a Spellcast Roll against up to your Proficiency in targets within Close range. On a success, affected targets subtract 1d4 from their next action roll. Your Focus also becomes temporarily Vulnerable. |
2 |
| 5 | Ability | Call of the wind |
Once per rest, unleash a hunting call.
Once per rest, unleash a hunting call. Beasts and natural creatures within Far range recognize you as an apex hunter. During combat, choose one adversary; nearby wildlife harasses it, making it Vulnerable until your next action. Outside combat, animals can guide, warn, or track for you. |
2 |
| 5 | Ability | Harvest moonglow lantern |
Once per rest, illuminate an area within Close range until the scene ends.
Once per rest, illuminate an area within Close range until the scene ends. Hidden and Cloaked creatures inside are revealed. The first time each ally enters the light, they can clear 1 Stress. |
1 |
| 6 | Ability | Grim's Lockjaw |
When your Grim’s Rend damages your Focus, spend 1 Hope to have the Grim pin its spirit in place.
When your Grim’s Rend damages your Focus, spend 1 Hope to have the Grim pin its spirit in place. The target becomes Restrained until it marks a Stress to escape or you damage a different creature. |
2 |
| 6 | Spell | Scarlet Dawn |
Mark 1 Stress and make a Spellcast Roll (15).
Mark 1 Stress and make a Spellcast Roll (15). On a success, crimson moonlight erupts at a point within Far range. Adversaries within Very Close range take 3d10 magic damage; Undead allies in the area may instead clear 1 HP. |
2 |
| 7 | Ability | Grim Pursuit |
When your Focus moves out of Melee range of your Grim, you can mark 1 Stress to have the Grim instantly reappear within Melee range of them.
When your Focus moves out of Melee range of your Grim, you can mark 1 Stress to have the Grim instantly reappear within Melee range of them. If they move beyond Close range of you, you can also move up to Close range toward them. |
1 |
| 7 | Spell | Murder of Crows |
Make a Spellcast Roll (15).
Make a Spellcast Roll (15). On a success, spectral crows tear through a Close cone for 4d8 magic damage. Targets that mark HP from this attack are temporarily Vulnerable as the flock obscures their vision. |
3 |
| 8 | Ability | Summerwind Fieldcraft |
Once per rest, distribute restorative herbs and blessed field dressings.
Once per rest, distribute restorative herbs and blessed field dressings. You and allies within Very Close range may each clear 1 Stress; one target may clear 1 HP instead. |
1 |
| 8 | Spell | Fear |
Once per rest, spend 1 Hope and make a Spellcast Roll against all adversaries within Very Close range.
Once per rest, spend 1 Hope and make a Spellcast Roll against all adversaries within Very Close range. Each target you succeed against marks 1 Stress, becomes temporarily Vulnerable, and must retreat from you on its next GM move if possible. |
2 |
| 9 | Ability | Lucky Charm |
During a rest, prepare a charm for another player.
During a rest, prepare a charm for another player. Once before their next long rest, they may use it to reroll either Duality Die after rolling. When they do, you mark 1 Stress. |
2 |
| 9 | Spell | Intrusive Despair |
Spend 2 Hope and make a Spellcast Roll against a target within Far range.
Spend 2 Hope and make a Spellcast Roll against a target within Far range. On a success, until the scene ends, whenever it makes an action roll it must either mark 1 Stress or roll with disadvantage. If it has no Stress remaining, it must roll with disadvantage. |
3 |
| 10 | Ability | Dream of the final road |
Once per long rest while sleeping, name a creature you have encountered.
Once per long rest while sleeping, name a creature you have encountered. You may appear in its dreams, communicate with it, and learn the direction in which it lies. If it is your Focus, mark 1 Stress to also learn something it deeply fears or desires. |
3 |
| 10 | Ability | Last Reaping |
Once per long rest when your Focus has already marked at least half its HP, spend 2 Hope and make an attack against it.
Once per long rest when your Focus has already marked at least half its HP, spend 2 Hope and make an attack against it. On a success, add 2d12 magic damage. If the target is defeated by this attack, gain 2 Hope or distribute 2 Stress cleared among allies within Close range. |
3 |
Domain cards
1
Omen-Sworn Quarry
When you make a creature your Ranger’s Focus, the Grim immediately moves to it. Once per round when you succeed on an attack against your Focus, you can spend 1 Hope to add 1d6 magic damage to the attack.
1
Ancestral Communion
Spend 1 Hope and call upon the dead who walked before you. Until you next roll with Fear, you have advantage on action rolls made to pursue, investigate, track, or confront your Focus.
2
Blood knows blood
Spend 1 Hope to study a creature within Close range. The GM tells you its current HP, Stress, resistances, immunities, and significant vulnerabilities. You have advantage on your next action against it.
2
Hungering Edge
When you hit your Focus with a weapon attack, you can mark 1 Stress to add 1d8 magic damage. If the attack causes the target to mark HP, immediately clear that Stress.
3
Crooked Ward
Once per rest, create a wicker ward around a point within Very Close range. Until the scene ends, supernatural adversaries within Very Close range of the ward are Vulnerable the first time they act there each round.
3
Veil of the reaper
Spend 1 Hope. Shadows wrap around you. Until you roll with Fear, whenever you succeed on an attack, you become Cloaked after the attack resolves and remain so until your next action.
4
Creeping Rot Ammunition
Once per round after hitting with a weapon attack, mark 1 Stress to infect the target with grave-rot. It takes 1d8 additional magic damage, and another adversary within Very Close range takes 1d6 magic damage.
4
Bane
Spend 1 Hope and make a Spellcast Roll against up to your Proficiency in targets within Close range. On a success, affected targets subtract 1d4 from their next action roll. Your Focus also becomes temporarily Vulnerable.
5
Call of the wind
Once per rest, unleash a hunting call. Beasts and natural creatures within Far range recognize you as an apex hunter. During combat, choose one adversary; nearby wildlife harasses it, making it Vulnerable until your next action. Outside combat, animals can guide, warn, or track for you.
5
Harvest moonglow lantern
Once per rest, illuminate an area within Close range until the scene ends. Hidden and Cloaked creatures inside are revealed. The first time each ally enters the light, they can clear 1 Stress.
6
Grim's Lockjaw
When your Grim’s Rend damages your Focus, spend 1 Hope to have the Grim pin its spirit in place. The target becomes Restrained until it marks a Stress to escape or you damage a different creature.
6
Scarlet Dawn
Mark 1 Stress and make a Spellcast Roll (15). On a success, crimson moonlight erupts at a point within Far range. Adversaries within Very Close range take 3d10 magic damage; Undead allies in the area may instead clear 1 HP.
7
Grim Pursuit
When your Focus moves out of Melee range of your Grim, you can mark 1 Stress to have the Grim instantly reappear within Melee range of them. If they move beyond Close range of you, you can also move up to Close range toward them.
7
Murder of Crows
Make a Spellcast Roll (15). On a success, spectral crows tear through a Close cone for 4d8 magic damage. Targets that mark HP from this attack are temporarily Vulnerable as the flock obscures their vision.
8
Summerwind Fieldcraft
Once per rest, distribute restorative herbs and blessed field dressings. You and allies within Very Close range may each clear 1 Stress; one target may clear 1 HP instead.
8
Fear
Once per rest, spend 1 Hope and make a Spellcast Roll against all adversaries within Very Close range. Each target you succeed against marks 1 Stress, becomes temporarily Vulnerable, and must retreat from you on its next GM move if possible.
9
Lucky Charm
During a rest, prepare a charm for another player. Once before their next long rest, they may use it to reroll either Duality Die after rolling. When they do, you mark 1 Stress.
9
Intrusive Despair
Spend 2 Hope and make a Spellcast Roll against a target within Far range. On a success, until the scene ends, whenever it makes an action roll it must either mark 1 Stress or roll with disadvantage. If it has no Stress remaining, it must roll with disadvantage.
10
Dream of the final road
Once per long rest while sleeping, name a creature you have encountered. You may appear in its dreams, communicate with it, and learn the direction in which it lies. If it is your Focus, mark 1 Stress to also learn something it deeply fears or desires.
10
Last Reaping
Once per long rest when your Focus has already marked at least half its HP, spend 2 Hope and make an attack against it. On a success, add 2d12 magic damage. If the target is defeated by this attack, gain 2 Hope or distribute 2 Stress cleared among allies within Close range.
Last Reaping
Harbingers of the Last Reaping are relentless hunters who walk the boundary between life and death, marking those whose time has come and pursuing them alongside a spectral Grim. Blending the predatory instincts of a Ranger with the spiritual rites of a Cleric, they track restless dead, confront creatures that defy the natural cycle, and guide fallen souls toward their final rest. To a Harbinger, death is not inherently cruel—it is the final stage of the harvest, and what is reaped may nourish and protect those who remain.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Last Reaping Subclasses
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Background Questions
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Connections
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Discussion
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