5e Reaper XD - GM Binder
5e Reaper XD - GM Binder
5e Reaper XD - GM Binder
W
hile they wage wars, a pale man in dark robes Quick Build
skulks in the background waiting for the first You can make a Reaper quickly by following these
to fall so he can introduce them to their end. A suggestions. First, put your highest ability score in Wisdom,
young boy in his final hour sees a ghastly- followed by Constitution or Strength if you're playing The
looking elven woman by his bedside. She tells Executioner subclass. Second, choose the Acolyte
him that he gets another chance at life. An background.
unknown halfling healer traveling from one
village to the next, who closes the wounds of others by
opening his own and yet he never bleeds. Class Features
Servants of Death work in many different ways, depending As a Reaper, you gain the following class features.
on the role they play. They twist and turn the fates of the
wealthy, poor, powerful, young, old. Hit Points
Hit Dice: 1d8 per Reaper level
Death or Undeath Hit Points at 1st Level: 8 + your Constitution modifier
You once met your demise, as much as you struggled you Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
couldn't get away from death. But then Death itself gave you modifier per Reaper level after 1st
another chance at life. For a price of course. Proficiencies
The offer was simple. You got some more time to spend on Armor: Light armor, medium armor, shields
this world and were even given some interesting powers. Weapons: Simple weapons
These are what makes you a Reaper. In exchange you are to Tools: None
master the power given to you. Once you perfect your skills
you may start repaying your debt by becoming a servant of Saving Throws: Wisdom, Charisma
Death. Skills: Choose two from Animal Handling, Deception,
Not all servants became reapers to save their own lives. History, Insight, Intimidation, Medicine, Perception,
Many begged Death to save an aging mother, an ill child, a Realigion
fallen friend or some other meaningful person. Death accepts Equipment
many offers, as it needs much help in its line of work. Those You start with the following equipment, in addition to the
who are unfit for the job are filtered during training. And you equipment granted by your background:
definitely want to keep up your end of the bargain, otherwise
your contract would be terminated, which would mean death (a) scale mail armor or (b) leather armor
for you or your loved one. (a) a scholar's pack (b) a priest's pack
(a) a holy symbol (b) an unholy symbol
Who is Death Any two simple weapons
When making a Reaper talk to your Dungeon Master about
the setting of the game. A very important question is if the
role of Death is already taken by another similar god. If it is,
you might have to change your backstory a bit, depending on
what other god or maybe even gods rule your world.
Maybe it's not a contract that gives you power, you could
have been born with it. And maybe you didn't choose to
become a Reaper, maybe Death chose you for whatever
reason.
Work with your Dungeon Master as much as possible,
because this is the type of class that is very dependent on the
world you play in, at least roleplay wise. And if you are a
Dungeon Master yourself, you might consider using this class
as a prestige option or in the case of player character death
you could use it as an exciting way to bring the character
back.
Most importantly, remember that this is very much still
playtest material and will definitely go through some more
rebalancing. Right now some aspects of it are intentionally a
bit overpowered, as I find it easier to take away from such
material than to add onto it. The question is what or how
much to take away?
You can help me do that by sending your feedback after
playtesting it to @ShitMyPlayersSay on Instagram.
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Reaper
Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th
1st +2 Between Life and Death, Death's Touch — — — — — — —
2nd +2 Resist the Harvest, Spellcasting 2 2 2 — — — —
3rd +2 Reaper Archetype 2 3 3 — — — —
4th +2 Ability Score Improvement 2 3 3 — — — —
5th +3 Sense Life, Resist the Harvest improvement 2 4 4 2 — — —
6th +3 Reaper Archetype feature 2 4 4 2 — — —
7th +3 Martyr 3 5 4 3 — — —
Ability Score Improvement, Sense Life
8th +3 3 5 4 3 — — —
improvement
9th +4 ─ 3 6 4 3 2 — —
10th +4 Reaper Archetype feature 3 6 4 3 2 — —
11th +4 Dead Man's Gambit 3 7 4 3 3 — —
12th +4 Ability Score Improvement 3 7 4 3 3 — —
13th +5 ─ 3 8 4 3 3 1 —
14th +5 Reaper Archetype feature 3 8 4 3 3 1 —
15th +5 Running Out of Time 4 9 4 3 3 2 —
16th +5 Ability Score Improvement 4 9 4 3 3 2 —
17th +6 ─ 4 10 4 3 3 3 1
18th +6 Reaper Archetype feature 4 10 4 3 3 3 1
19th +6 Ability Score Improvement 4 11 4 3 3 3 2
20th +6 Last Stand 4 11 4 3 3 3 2
d6 Trait
Between Life and Death
1 Your heart beats once per hour.
Starting at 1st level, your connection to Death leaves a
noticeable mark on you. You gain a trait which you roll for on 2 Your body is always cold to the touch.
(or choose from) the Reaper traits table. 3 Your gaze seems lifeless, dull and empty.
In addition to any creature type you already have you are
now also considered Undead. 4 You sleep with your eyes open.
Also, when you complete a long rest you may choose to 5 Your skin is almost chalk white.
forego regaining an amount of hit dice equal to half your
character level. Instead you regain an amount of hit dice 6 Crows, rats and other vermin like being near you.
equal to your Reaper level.
Reaper traits table
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Death's Touch
Starting at 1st level, you are able to sacrifice your own life
essence to destroy another creature's. As an action you can
make a melee spell attack attack against a creature
within 5' of you (using your Wisdom modifier + your
proficiency bonus). On a hit the target takes radiant or
necrotic damage equal to 1d8 + your Wisdom modifier.
You may increase the damage your target takes by
spending a number of your hit dice equal to or lower than
your proficiency bonus. The damage increases by an
amount equal to the roll of your hit dice + your Constitution
modifier per hit die spent.
If there is a willing creature within 5' of you, you may
choose to use their hit dice and their Constitution
modifier instead of your own or you could use a combination
of both, as long as the total number of used hit dice is equal
to or lower than your proficiency bonus.
You may use this feature a number of times equal to
your Wisdom modifier per short rest. After completing a
short rest you regain all of your uses of this feature.
The base damage of this feature increases by 1d8 at 5th,
11th and 17th level.
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Resist the Harvest Reaper Archetype
Starting at 2nd level you are sometimes able to resist death At 3rd level, you choose a Reaper archetype. Each
itself. If an attack would deal enough damage to reduce archetype represents a way in which you serve Death, a role
you to 0 hit points, you may spend your reaction to make you play. Choose from Executioner, Jury or Judge, all detailed
a Constitution saving throw against a DC equal to the at the end of the class description. Your role grants you
damage taken. On a success you may choose to drop to 1 hit additional features at 3rd level and again at 6th, 10th, 14th
point instead. and 18th level.
If you succeed on the saving throw you may not use this
feature again until you complete a long rest. Starting at 5th Sense Life
level you instead regain the use of this feature after a long or Starting at 5th level, you are able to sense the essence of
a short rest. other creatures Once per short, as a bonus action you can
Spellcasting become aware of all living creatures within a 30' radius
until the end of your next turn. You learn the number of
By the time you reach 2nd level, you have learned to cast living creatures within range and the approximate direction
spells. from which you sense them, but not their exact location.
Alternatively, you can choose to learn the current hit
Cantrips points of a number of creatures equal to or lower than
At 2nd level, you know two cantrips of your choice from your Wisdom modifier, that you can see within range.
the Reaper spell list. You learn additional Reaper cantrips of Starting at 8th level you may use this feature two times
your choice at higher levels, as shown in the Cantrips Known between short rests and its range increases to 60'.
column of the Reaper table. Martyr
Spell Slots As an emissary of Death you can take on the pain of others.
The Reaper table shows how many spell slots you have to Starting at 7th level, when an ally that you can see or that you
cast your spells of 1st level and higher. To cast one of these can sense within the range of your Sense Life feature would
spells, you must expend a slot of the spell's level or higher. receive a failed death saving throw either from rolling or
You regain all expended spell slots when you finish a long taking damage, you can use your reaction to receive the
rest. death saving throw fail instead of your ally.
Additionally, you become more resilient to pain. You gain
Spells Known of 1st Level and Higher proficiency in Constitution saving throws.
You know three 1st-level spells of your choice from the
Reaper spell list. Dead Man's Gambit
The Spells Known column of the Reaper table shows when
you learn more Reaper spells of your choice. Each of these Starting at 11th level, resisting death requires more
spells must be of a level for which you have spell slots. For power and becomes more violent. When you successfully
instance, when you reach 5th level in this class, you can learn use your Resist the Harvest feature and drop to 1 hit point, all
one new spell of 1st or 2nd level. of your hit dice are immediately consumed. Roll the
Additionally, when you gain a level in this class, you can consumed dice. All creatures within 15' of you take radiant or
choose one of the Reaper spells you know and replace it with necrotic damage equal to the total amount rolled and you
another spell from the Reaper spell list, which also must be heal for the same amount.
of a level for which you have spell slots.
Running Out of Time
Spellcasting Ability By 15th level you are starting to realize that you will soon
Wisdom is your spellcasting ability for your Reaper spells. need to repay your debt to Death. At the start of every
You use your Wisdom whenever a spell refers to your round of combat after the first, your initiative increases
spellcasting ability. In addition, you use your Wisdom by 5, which can move your turn in the turn order before
modifier when setting the saving throw DC for a Reaper spell somebody else's.
you cast and when making an attack roll with one.
Last Stand
Spell Save DC = 8 + your proficiency bonus + By 20th level you have mastered the craft of manipulating the
your Wisdom modifier essence of life. Whenever you roll initiative and you have
no uses of your Death's Touch feature left, you regain two
Spell attack modifier = your proficiency bonus + uses.
your Wisdom modifier Whenever you roll initiative and you have no hit dice
left, you regain a number of hit dice equal to your
proficiency bonus.
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For example, if you are a 5th level Reaper - Executioner,
Reaper Archetypes and you hit a creature with a melee weapon attack using a
longsword, you may spend a charge of Death's Touch to
Choose a role you will play in the process of death. You will increase the attack's damage by 1d8 instead of 2d8 necrotic
serve Death as The Executioner, The Jury or The Judge. or radiant damage. You may still spend your or a willing
creature's hit dice to increase this damage.
The Executioner
As The Executioner, you have the best seat at every show, Invigorate
you're as close to the action as possible. Actually, you are the Starting at 6th level, the thrill of taking a life energizes you.
show. You're the one who does all the filthy work, right? When you kill a creature with an attack that used your
Being so close to death all the time means you have grown Death's Touch or your Touch of Iron features and you
dull to the grotesque of it. Splattering and spraying of organs, spent any number of hit dice to empower the attack, you
cracking and crushing of spines, ripping and tearing of can choose to regain half of the dice spent on the attack,
muscle is no unusual sight to you. rounded down, with a minimum of 1.
While you have some ranged options, you specialize in Onslaught
melee combat. You prefer to stay in your enemies' face, often Starting at 10th level, your thirst for blood grows. When you
taking on more than one at a time. kill a creature with an attack that used you Death's Touch
Professional or your Touch of Iron features, you can make another
At 3rd level, you gain proficiency in martial weapons and attack as a bonus action. This attack gains the same
heavy armor. benefits that were granted to your previous attack by your
Death's Touch or Touch of Iron features, without consuming
Fighting Style another charge or more hit dice.
At 3rd level, you also adopt a particular style of fighting as Rend
your specialty. Choose one of the following options. You
can't take a Fighting Style option more than once, even if you Starting at 14th level, you learn to maim your target with your
later get to choose again. attacks. When you hit a creature with a melee weapon
attack, their speed is reduced by 5'.
Defense Additionally, if your turn in the initiative order is before
While you are wearing armor, you gain a +1 bonus to AC. your target's turn, you may use your timing to your advantage.
When you hit the target with a melee weapon attack, you
Dueling can make another melee weapon attack against the same
When you are wielding a melee weapon in one hand and no target as a bonus action.
other weapons, you gain a +2 bonus to damage rolls with that
weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll, even
if the new roll is a 1 or a 2. The weapon must have the two-
handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you
that is within 5 feet of you, you can use your reaction to
impose disadvantage on the attack roll. You must be wielding
a shield.
Touch of Iron
Starting at 3rd level, you no longer need to touch a creature
to use your Death's Touch feature, instead you are able to
channel it through your weapon.
When you hit a creature with a melee weapon attack,
you can additionally choose to apply the effects of your
Death's Touch feature, which consumes a charge as if you
had used the feature itself.
When you do so, the base damage of the Death's Touch
feature is reduced by 1d8.
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Challenge
Starting at 18th level, there is no escaping you, as there is no
escape from death. Your Sense Life feature gains a third
effect that you can choose.
When you use your Sense life feature you can choose a
number of creatures equal to or lower than your Wisdom
modifier withing range. The chosen creatures must
succeed on a Strength saving throw against your spell
save DC or be grappled for 1 minute, as your shadow
extends to capture them. They can repeat the saving throw
again at the end of their turns, breaking free on a success.
The Jury
As The Jury, your role might be the most difficult one, you
must stay neutral. Which gods know is not an easy task in the
world we live in. But you can at least try to seem like you're
being objective.
Luckily, behind the scenes you're free to pull the strings as
you see fit. The Jury might not seem like the most powerful of
agents, but your boons and your curses may turn the tides of
a war.
Educated Advisor
When you choose this archetype at 3rd level, you learn two
additional cantrips of your choice from the Wizard spell
list.
Boons and Curses
Starting at 3rd level you gain the ability to manipulate
creatures on the battlefield in various ways. You may bestow
boons upon your allies and curses upon your enemies.
You know two Boons and two Curses of your choice. All You may increase the healing the creature recieves by
of the Boons and Curses are detailed at the end of this spending a number of your hit dice equal to or lower than
archetype's description. your proficiency bonus. The healing increases by an amount
You learn one additional Boon or one additional Curse at equal to the roll of your hit dice + your Constitution modifier
6th, 10th, 14th and 18th level. per hit die spent.
You may use a total number of Boons and Curses equal to If there is a willing creature within 5' of you, you may
or lower than your proficiency bonus per short rest. choose to use their hit dice and their Constitution
If a curse requires a saving throw, use your spell save DC. modifier instead of your own or you could use a combination
Empowered Boons and Curses
of both, as long as the total number of used hit dice is equal
to or lower than your proficiency bonus.
You can choose to pour more of your essence into a Boon or
a Curse to empower it. Alleviation
Once per long rest you may choose to take necrotic or Starting at 6th level, your presence functions as a conductor
radiant damage equal to your level to use the empowered for creatures' essences. Whenever you kill a creature that is
version of a Boon or Curse. This damage ignores all within the range of your Sense Life feature, you can use
resistances and immunities. your reaction to trap a part of its essence, granting you
Starting at 5th level you may empower your Boon or Curse temporary hit points equal to your Reaper level..
two times per long rest. Starting at 11th level you can do so If an ally within the range of your Sense Life feature kills a
three times and starting at 17th level you can do so four creature within the range of your Sense life feature, you can
times per long rest. instead spend your reaction to give your ally temporary
hit points equal to your Reaper level.
Touch of Health
Starting at 3rd level you can manipulate a creature's essence Seemingly Trustworthy
to cure their wounds and restore their vitality instead of Starting at 10th level, you can communicate telepathically
dealing damage to them. with a creature you can see within 30' of you. You must
As an action, you can expend a charge of your Death's share a language, that you both understand to use this
Touch feature to heal another creature by an amount feature. The creature you communicate with can also
equal to your Wisdom modifier. respond telepathically
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While communicating in this way, as an action, you can force
the creature to make a Charisma saving throw. On a failure, Bulwark
they are charmed and are compelled to speak truthfully to As an action, you can touch a creature within 5' of you to
you for 1 minute. They can however, choose to not answer share with them a part of your essence and bestow a
you. If they succeed on the saving throw you cannot use this Boon upon them that increases their fortitude. This Boon
feature on them again for 24 hours. lasts for 1 minute and requires concentration to maintain.
Success or fail, the creature does not know that it is or was The marked creature's AC is increased by an amount equal
charmed by you. to your Constitution modifier.
If you choose to empower this Boon, your AC is also
Renegotiate increased by an amount equal to your Constitution modifier.
Starting at 14th level you are able to ask Death to reconsider
its decision. When you use your Martyr feature to take an Divide and Conquer
ally's death saving throw failure, they also gain a death As an action you can touch a creature within 5' of you to
saving throw success. bestow a Boon upon them that binds you together. This
Boon lasts for 1 minute and requires concentration to
Many Men maintain.
Starting at 18th level, as an action, you can make two As long as the creature is marked, you two can use each
illusiory copies of yourself appear at any location of your other's senses; vision, hearing, smell and taste.
choosing within 30' of you. They last for 1 minute and If you choose to empower this Boon, your bond
require concentration to maintain. strengthens. In addition to being able to share senses you
If anybody passes through a copy it is revealed to be an also feel each other's pain. The marked creature gains
illusion. A creature that uses its action to examine the image resistance to all damage, but each time it takes damage, you
can determine that it is an illusion with a successful receive an equal amount.
Intelligence (Investigation) check against your spell save DC.
If a creature discerns the illusion for what it is, the creature Prodigy
can see through the image. As an action, you can touch up to two creatures within 5'
On subsequent turns, you can make both copies move of you to bestow a Boon upon one of them or yourself,
up to 30' as a bonus action, but if any one of them moves that helps them or you mimic the skill of one of you three.
farther than 30' away from you, it disappears. This Boon lasts for 1 hour.
On subsequent turns, as an action, you can switch places Mark one of the up to two creatures or yourself. The
with any of your copies, being teleported to where they marked creature gains proficiency in one skill, in which one
are while you leave an illusion of yourself behind. If of the other two creatures is proficient in.
teleporting to a copy of yourself places you farther than 30' If you choose to empower this Boon, the marked creature
away from the other copy, the other copy vanishes. instead gains expertise in the selected skill.
Boons
Mark for Life
As an action, you can touch a creature within 5' of you to
bestow a Boon upon them that protects them from
damage. The Boon lasts until the end of your next turn.
The first time the marked creature would take damage, it
immediately gains resistance to all of the damage types it
would take. This resistance only protects the creature from
taking damage one time, after which the Boon wears off.
If you choose to empower this Boon, the marked creature
instead gains immunity to all of the damage types it would
take.
Enrage
As an action, you can touch a creature within 5' of you to
bestow a Boon upon them that increases the damage they
deal by imbuing them with your powers. This Boon lasts
for 1 minute and requires concentration to maintain.
Once per turn, when the marked creature deals damage, it
may choose to do additional necrotic or radiant damage
equal to your Wisdom modifier to a single target it hit.
If you choose to empower this Boon, the additional
damage increases by an amount equal to your level.
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Curses Flesh and Blood
Deathwish As an action, you can mark one creature that you can see
As an action, you can mark one creature that you can see within 60' of you, to attempt to bestow a Curse upon
within 60' of you, to attempt to bestow a Curse upon them, that bonds you together. This Curse lasts for 1
them, that gives them a deathwish, seeing you as their minute.
Death. This Curse lasts for 1 minute and requires The marked creature must succeed on a Constitution
concentration to maintain. saving throw. On a failure, you are able to share your pain
The marked creature must succeed on a Wisdom saving with the marked creature. When you take damage, the
throw or be charmed by you. While charmed in this way, the marked creature takes damage equal to half the damage you
creature can not use it's bonus action or reaction and it can took. Whenever the marked creature takes damage from this
only use it's action to take the Dash action towards you. If the Curse, it can repeat the saving throw. On a success, the curse
creature comes within 5' of you, the curse is broken. The is broken.
marked creature can repeat the saving throw at the end of it's If you choose to empower this curse, you have advantage
turns. On a success, the curse is broken. on Wisdom (Perception), Wisdom (Survival) and Intelligence
If you choose to empower this curse, you can instead mark (Investigation) checks made to locate the creature.
a number of creatures equal to or lower than your Wisdom Judge
modifier.
As The Judge, your role is to uphold the law. You are granted
Break Their Will great power, as you are free to interpret the law as you see fit.
As an action, you can mark one creature that you can see Just be cautious to not bend the rules too much, as you might
within 30' of you, to attempt to bestow a Curse upon bring down the wrath of Death upon you.
them, that makes them see you as Death itself. This Curse Also, be careful with your judgments. Once they are
lasts for 1 minute and requires concentration to maintain. spoken, they should be final. And most importantly, do not let
The marked creature must succeed on a Wisdom saving yourself be undermined - you are the authority after all.
throw or be feared. While feared in this way, the creature
spends its turns running away from you and is only able to Touch of Authority
use its action immediately at the start of the turn to take the Starting at 3rd level, you have learned to tax the essence of
Dash action. If the creature is unable to see you and you are other creatures when you use your Death's Touch feature on
unable to see them, the curse is broken. The creature can them. Whenever you deal damage with your Death's
repeat the saving throw at the end of its turns. On a success, Touch feature you regain hit points equal to a third of the
the curse is broken. damage dealt, rounded down.
If you choose to empower this curse, you can instead mark Additionally, when you make a Charisma (Deception),
a number of creatures equal to or lower than your Wisdom Charisma (Intimidation) or Charisma (Persuasion) check,
modifier. you can expend one charge of your Death's Touch feature
to grant yourself advantage on the roll.
Paralysis
As an action, you can mark one creature that you can see Bookkeeper
within 30' of you, to attempt to bestow a Curse upon At 3rd level you learn one additional spell of your choice
them, that stuns them with fear. from the Reaper spell list. You learn another additional
The marked creature must succeed on a Charisma saving spell from the Reaper spell list when you reach 6th, 10th,
throw or be stunned until the end of their next turn. On a 14th and 18th level in the Reaper class.
success, the curse is broken.
If you choose to empower this curse, you can instead mark
a number of creatures equal to or lower than your Wisdom
modifier.
Unfortune
As an action, you can mark one creature that you can see
within 60' of you, to attempt to bestow a Curse upon
them, that gives them bad luck. This Curse lasts for 1
minute and requires concentration to maintain.
The marked creature must succeed on a Wisdom saving
throw. On a failure, the marked creature gains a 1d6 penalty
to all ability checks while the Curse lasts.
If you choose to empower this curse, you can also choose
to give it the penalty on attack rolls or saving throws.
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Fluid Essence When you cast a spell that has a range of touch, you can
Starting at 3rd level, you are able to sacrifice a part of your take 1d6 points of necrotic or radiant damage to make the
own essence to gain greater power. As a bonus action, you range of the spell 30 feet.
can choose to take radiant or necrotic damage to create a Influence Safety
spell slot. When you cast a spell that forces other creatures to make a
This damage ignores all resistances and immunities. The saving throw, you can protect some of those creatures from
Fluid Essence table shows how much damage you must take the spell’s full force. To do so, you can take 1d6 points of
to create a spell slot of a certain level. You can only create a necrotic or radiant damage and choose a number of those
spell slot of up to 5th level. You can however create a spell creatures up to your Wisdom modifier (minimum of one
slot which you currently do not have access to. creature). A chosen creature automatically succeeds on its
For example, a level 3 Reaper - Judge could choose to take saving throw against the spell.
5d6 points of radiant or necrotic damage to create a level 4
spell slot. Influence Speed
Fluid Essence Table When you Cast a Spell that has a casting time of 1 action, you
Spell Level Damage
can 2d6 points of necrotic or radiant damage to change the
casting time to 1 bonus action for this casting.
1st 2d6
Lawful Immunity
2nd 3d6 Starting at 10th level, foes should know better than to harm
3rd 5d6 you. When a creature hits you with an attack, you can
4th 6d6
immediately spend your reaction to deal necrotic or radiant
damage to them equal to your level.
5th 7d6 You can only use this feature once per short rest. You
regain the use of it after completing a rest.
Essence Influence
Starting at 6th level, you are able to influence your spells Weigh Life
ways by imbuing them with your essence. You can choose to Starting at 14th level, you gain a third option to choose from
take radiant or necrotic damage to augment your spells in when you use your Sense Life feature.
different ways. This damage ignores all resistances and When you use your Sense Life feature you can choose
immunities. to attempt to switch places with a creature. Select one
At level 6 you know two Influences of your choice. You creature within the range of your Sense life feature. If their
learn additional Influences at 10th, 14th and 18th level. current hit points are lower than yours, you can force the
creature to make a Constitution saving throw against your
Influence Focus spell save DC. On a failure, they are instantly teleported to
When you cast a spell that forces a creature to make a saving your current location as you are teleported to their location.
throw to resist its effects, you can take 3d6 points of necrotic Judgement Day
or radiant damage to give one target of the spell disadvantage Starting at 18th level, you are able to create spell slots of
on its first saving throw made against the spell. higher levels. When you use your Fluid Essence feature
Influence Duration you may create spell slots of up to 7th level.
When you cast a spell that has a duration of 1 minute or The cost of creating a 6th level spell slots is 9d6 points of
longer, you can take 1d6 points of necrotic or radiant damage necrotic or radiant damage and the cost of creating a 7th
to double its Duration, to a maximum Duration of 24 hours. level spell slot is 10d6 points of necrotic or radiant damage.
Influence Perception
When you cast a spell, you can take 1d6 points of necrotic or
radiant damage to cast it without any somatic or verbal
components.
Influence Power
When you roll damage for a spell, you can take 1d6 points of
necrotic or radiant damage to reroll a number of the damage
dice up to your Wisdom modifier (minimum of one). You must
use the new rolls.
Influence Range
When you cast a spell that has a range of 5 feet or greater,
you can take 1d6 points of necrotic or radiant damage to
double the range of the spell.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Hellish Rebuke Guardian of Faith
Cantrips (0 Level) Inflict Wounds 3rd Level Locate Creature
Booming Blade Ray of Sickness Animate Dead Mordenkainen's Faithful
Chill Touch Sleep Bestow Curse Hound
Dancing Lights Tasha's Hideous Laughter Clairvoyance Shadow of Moil
Green-Flame Blade Witch Bolt Feign Death
Message Glyph of Warding 5th Level
Prestidigitation 2nd Level Haste Cone of Cold
Ray of Frost Blindness/Deafness Life Transference Danse Macabre
Sacred Flame Blur Nondetection Destructive Wave
Spare the Dying Cloud of Daggers Remove Curse Dominate Person
Toll the Dead Crown of Madness Revivify Enervation
Darkness Speak with Dead Greater Restoration
1st Level Detect Thoughts Stinking Cloud Hold Monster
Armor of Agathys Enthrall Spirit Guardians Mislead
Arms of Hadar Gentle Repose Vampiric Touch Negative Energy Flood
Bane Hold Person Raise Dead
Bless Levitate 4th Level Reincarnate
Cause Fear Lesser Restoration Aura of Life Wall of Light
Charm Person Misty Step Banishment
Command Pass Without a Trace Blight
Compelled Duel Shadow Blade Char Monster
Detect Evil and Good Silence Death Ward
Dissonant Whispers Zone of Truth Divination
False Life Evard's Black Tentacles
Art
The art I found (in order of appearance) is from Lee Kent
(ArtStation), sparklymrfox (DeviantArt), andrebdois
(DeviantArt), Wacalac (DeviantArt) and Leonardo Borazio
(ArtStation).
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.