Harbinger of the Last Reaping
About this class
Grim Harvesters are supernatural hunters and wardens who walk the boundary between life and death. Combining the instincts and tracking prowess of a Ranger with the rites and protective magic of a Cleric, they pursue unnatural threats, investigate disturbances of the dead, and protect those whose time has not yet come.
Grim Harvesters believe death is part of a greater cycle rather than an enemy to be defeated. They are equally capable of tracking a restless spirit through the wilderness, standing between an ally and an untimely death, or hunting a creature that has disturbed the natural order. Their magic manifests through spectral signs of the harvest—pale lantern light, withered grain, grave soil, black feathers, ghostly roots, and the cold glow of the moon.
In combat, Grim Harvesters favor mobility, precision, supernatural awareness, and selective support rather than brute force. Their Domains determine how they fulfill their duty: some become relentless hunters of those who evade the final harvest, while others devote themselves to guiding the departed and preserving the cycle of life, death, and renewal.
Included subclasses
Domains
Starting stats
Hope feature
Class features
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Harvester’s Instinct
When you make an Instinct Roll to track a creature, investigate a death, identify signs of supernatural activity, or navigate an area touched by death, you may spend 1 Hope to gain advantage on the roll.
When you succeed with Hope, you may ask the GM one additional question about what you discover. -
Between Life and Death
You have learned to recognize the moment when a creature stands at the threshold between life and death.
Once per scene, when you or an ally within Close range marks one or more Hit Points and might die, you may mark 1 Stress to reduce the damage taken by 1d6 + your Proficiency.
If this prevents the creature from marking a Hit Point, you may gain 1 Hope. -
Reaper’s Training
You are trained to fight with the traditional weapons of the harvest.
When wielding a sickle, scythe, bow, or similar weapon appropriate to your character, you may use Instinct for the attack roll.
Once per rest, when you succeed on an attack with one of these weapons, you may reroll one of the weapon’s damage dice and use the higher result.
Class items
- Soul Lantern
- Oil flask
- Oil flask
- Oil flask
- A weathered journal with recording of soul names
- An Enoch harvest charm woven from dried wheat, black thread, and corn husk
Character questions
Background prompts
- The first time you saw your Grim, someone was about to die. Who were they, and what did you do when you realized the omen was meant for them?
- You were taught that death is only one part of the eternal harvest. Who taught you this lesson, and what happened that made you question it?
- There is one soul you believe was taken before their proper time. Who were they, and what would you sacrifice to set that wrong right?
Connection prompts
- I once saw an omen that suggested one of you would die soon. Which of you was it, and why have I never told you?
- My Grim once protected one of you without being commanded. Who were you, and why does that event trouble me?
- One of you helped me lay a restless soul to peace when I could not do it alone. Who was the spirit, and what did we learn about each other during the rite?
Subclass cards
Printable via header menu
Grim Harvester
Foundation
SPELLCAST TRAIT: Instinct
Omen of the Reaper: Spend 1 Hope to choose an adversary you can see within Far range as your Marked for Harvest. You can only have one creature marked at a time. The mark lasts until the creature dies, the scene ends, or you mark another creature.
Grim Harvester
Specialization
Grave bond: Your bond with the Grim strengthens.
Grim Rend increases to 1d8 magic damage.
When your Focus makes an attack against you or an ally within Very Close range of the Grim, you can mark 1 Stress to grant the target of that attack +2 Evasion against it.
Additionally, once per rest when your Focus is defeated, choose one:
Sowing: You or an ally within Close range clears 1 Hit Point.
Growing: Up to two allies within Close range each clear 1 Stress.
Reaping: Immediately make another visible adversary your Ranger’s Focus without spending Hope.
Grim Harvester
Mastery
Sealed Fate (1): Once per long rest, when you use Ranger’s Focus, you can spend 2 Hope to declare that creature’s fate sealed.
Until your Focus ends:
Grim Rend becomes 1d12 magic damage.
The first Grim Rend each round costs no Hope.
Your first attack against your Focus each round has advantage.
When the sealed creature is defeated, every ally within Close range can clear 1 Stress, and one of those creatures can also clear 1 Hit Point.
Harbinger of the Last Reaping
Grim Harvesters are supernatural hunters and wardens who walk the boundary between life and death. Combining the instincts and tracking prowess of a Ranger with the rites and protective magic of a Cleric, they pursue unnatural threats, investigate disturbances of the dead, and protect those whose time has not yet come.
Grim Harvesters believe death is part of a greater cycle rather than an enemy to be defeated. They are equally capable of tracking a restless spirit through the wilderness, standing between an ally and an untimely death, or hunting a creature that has disturbed the natural order. Their magic manifests through spectral signs of the harvest—pale lantern light, withered grain, grave soil, black feathers, ghostly roots, and the cold glow of the moon.
In combat, Grim Harvesters favor mobility, precision, supernatural awareness, and selective support rather than brute force. Their Domains determine how they fulfill their duty: some become relentless hunters of those who evade the final harvest, while others devote themselves to guiding the departed and preserving the cycle of life, death, and renewal.
Domains
Harbinger of the Last Re + WARDEN OF THE ETERNAL HA
Starting Evasion
10
Starting Hit Points
6
Class Items
- • Soul Lantern
- • Oil flask
- • Oil flask
- • Oil flask
- • A weathered journal with recording of soul names
- • An Enoch harvest charm woven from dried wheat, black thread, and corn husk
Harbinger of the Last Reaping’s Hope Feature
The Cycle Endures : Spend 3 Hope when you or an ally within Close range would mark one or more Hit Points. Reduce the damage by one threshold. Then, choose one: the protected creature clears 1 Stress, or you gain advantage on your next action roll against the adversary that caused the damage.
Class Features
Harvester’s Instinct
When you make an Instinct Roll to track a creature, investigate a death, identify signs of supernatural activity, or navigate an area touched by death, you may spend 1 Hope to gain advantage on the roll. When you succeed with Hope, you may ask the GM one additional question about what you discover.
Between Life and Death
You have learned to recognize the moment when a creature stands at the threshold between life and death. Once per scene, when you or an ally within Close range marks one or more Hit Points and might die, you may mark 1 Stress to reduce the damage taken by 1d6 + your Proficiency. If this prevents the creature from marking a Hit Point, you may gain 1 Hope.
Reaper’s Training
You are trained to fight with the traditional weapons of the harvest. When wielding a sickle, scythe, bow, or similar weapon appropriate to your character, you may use Instinct for the attack roll. Once per rest, when you succeed on an attack with one of these weapons, you may reroll one of the weapon’s damage dice and use the higher result.
Harbinger of the Last Reaping Subclasses
Choose either the Grim Harvester subclass.
Grim Harvester
Harbingers of the Last Reaping mark those whose time has come and hunt them alongside a spectral Grim until fate collects its due.
Spellcast Trait
Instinct
Foundation Features
Omen of the Reaper: Spend 1 Hope to choose an adversary you can see within Far range as your Marked for Harvest. You can only have one creature marked at a time. The mark lasts until the creature dies, the scene ends, or you mark another creature.
Specialization Feature
Grave bond: Your bond with the Grim strengthens.
Grim Rend increases to 1d8 magic damage.
When your Focus makes an attack against you or an ally within Very Close range of the Grim, you can mark 1 Stress to grant the target of that attack +2 Evasion against it.
Additionally, once per rest when your Focus is defeated, choose one:
Sowing: You or an ally within Close range clears 1 Hit Point.
Growing: Up to two allies within Close range each clear 1 Stress.
Reaping: Immediately make another visible adversary your Ranger’s Focus without spending Hope.
Mastery Feature
Sealed Fate (1): Once per long rest, when you use Ranger’s Focus, you can spend 2 Hope to declare that creature’s fate sealed.
Until your Focus ends:
Grim Rend becomes 1d12 magic damage.
The first Grim Rend each round costs no Hope.
Your first attack against your Focus each round has advantage.
When the sealed creature is defeated, every ally within Close range can clear 1 Stress, and one of those creatures can also clear 1 Hit Point.
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Background Questions
Answer any of the following, or create your own.
- • The first time you saw your Grim, someone was about to die. Who were they, and what did you do when you realized the omen was meant for them?
- • You were taught that death is only one part of the eternal harvest. Who taught you this lesson, and what happened that made you question it?
- • There is one soul you believe was taken before their proper time. Who were they, and what would you sacrifice to set that wrong right?
Connections
Ask one of the following, or improvise.
- • I once saw an omen that suggested one of you would die soon. Which of you was it, and why have I never told you?
- • My Grim once protected one of you without being commanded. Who were you, and why does that event trouble me?
- • One of you helped me lay a restless soul to peace when I could not do it alone. Who was the spirit, and what did we learn about each other during the rite?
Discussion
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