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Reaper

A Pathfinder 2nd Edition Homebrew Class inspired and converted from Final Fantasy
XIV's Reaper Job. Originally adapted by u/yoshisman8, with help & further
development from u/HelpfulDrow. Front cover art © Square Enix

Looking for the old Reaper Class Archetype? Click Here!


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Reaper
By way of a compact, ritual, or contract, a brave
individual can seal the a Fiendish Outsider within their
very soul. These Reapers draw upon their Fiend to fuel
their dark powers, either fighting or embracing the
corruption that comes therein. With grim weapon in
hand, Reapers harvest the soul power of their foes and
feed their Fiend to further their own designs.

KEY ABILITY HIT POINTS UNCOMMON

Strength or Dexterity 8 plus your Constitution modifier. This is an Uncommon class, that
requires a character to be bound to
At 1st level, your class gives you an You increase your maximum number
a Fiend or similar sinister force. Ask
ability boost to Strength or Dexterity of HP by this number at 1st level and
your GM before building!
every level thereafter.

During Combat encounters… Perception


Trained in Perception.
You call upon your Fiend's power to rend flesh and harvest souls.
You specialize at taking down targets while supporting yourself with
supernatural mobility and vigor.
Saving Throws
Trained in Fortitude.
During social encounters… Expert in Reflex.
Your knowledge of Fiends rivals that of Clerics and you ilk is usually Expert in Will.
suspected of espionage, deceit, and strength.
Skills
While exploring… Trained in Religion.
You are flexible, able to rely on your Perception to scout danger or on Trained in a number of additional
your knowledge to seek awsners to divine riddles. skills equal to 3 plus your
Intelligence modifier.
In Downtime…
You ensure your corruption or Fiend does not get the best of you, or Attacks
perhaps stain yourself soul further monstrous instincts. Trained in simple weapons.
Trained in martial weapons.
You Might… Trained unarmed attacks.
Have chosen the path of a Reaper by necessity, not choice.
Are not afraid of your soul's ultimate fate in the afterlife.
Enjoy the sensation of gaining power and harvesting souls.
Defenses
Trained in light armor.
Others probably… Trained in medium armor.
Fear your Fiend and what they represents. Trained in unarmored defense.
Confuse you for a worshiper of an evil god.
Are weary of you, skeptical in some cases, but ultimately reserved Class DC
and respectful. Trained in Reaper class DC.

Spell
Trained in Divine Spell Attack.
Trained in Divine Spell DC.
TABLE 1-1: REAPER ADVANCEMENT Shackled Fiend 1st
Level Class Features You have undergone a rite or ritual which has bound a
Ancestry & background, Dark Mageries, Initial Fiend to your very soul. As a Reaper you can use your
1 proficiencies, Shackled Fiend, Fiendish Damage
(2d6), Reaper feat, Soul Arts, Soul Reaping, Tools of Fiend's power to harvest souls, cast Dark Mageries,
the Trade and inflict extra damage on your enemies.
2 Skill feat, Reaper feat Your Fiend grants you several benefits and one
3 General Feat, Skill increase, Alertness downside permanently:
4 Skill feat, Reaper feat Fiendish Damage: Certain actions allow you to
Ability boost, Ancestry feat, Fiendish Damage (3d6), manifest your Fiend to do damage. Your Fiendish
5 Skill increase, Soul Mastery, Weapon Expertise
damage is equal to 2d6 damage of any damage type
6 Skill feat, Reaper feat
listed in their entry. For example, a Demon woudl
7 General Feat, Skill increase, Soul Arts, Weapon allow you inflict either Eletricity or Chaos damage
Specialization
everytime you use Blood Stalk. Your Fiendish
8 Skill feat, Reaper feat
damage increases by one damage dice at 5th, 9th,
Ancestry feat, Expert Mageries, General Feat,
9 Greater Fortitude, Fiendish Damage (4d6), Skill 13th and 17th levels. Fiendish damage never
increase doubles when achieving a Critical Hit.
10 Ability boosts, Skill feat, Reaper feat Cantrips: You can channel your Fiend to cast a
11 General Feat, Medium Armor Expertise, Resolve, handful of specific Cantrips iconic to them. These
Skill increase
Cantrips use your Divine Spell Attack and DCs.
12 Skill feat, Reaper feat
Ancestry feat, Fiendish Damage (5d6), Skill increase, Soul Art: You begin play with a specific Soul Art
13 Weapon Mastery granted by your Fiend's entry. Soul Arts are detailed
14 Skill feat, Reaper feat further down in this document.

15 Ability boosts, Evasion, General Feat, Greater Curse: Bound to a evil outsider, you suffer a Weakness
Weapon Specialization, Skill increase, Soul Arts
against two types of alignment damage as
16 Skill feat, Reaper feat
determined by your entry. Your Weakness is equal
Ancestry feat, Greater Resolve, Masterful Mageries,
17 Medium Armor Mastery, Fiendish Damage (6d6), to half your level (rounded up) and you cannot be
Skill increase immune to that damage type.
18 Skill feat, Reaper feat
19 Enshroud Mastery, General Feat, Skill increase
Daemon
Insideously evil and not bound by notions of law or
20 Ability boosts, Skill feat, Reaper feat
chaos, Daemons are apocalyptic creatures who feast
Class Features upon souls and scheme to bring about the destruction
of all life in the material plane.
Ancestry and Background 1st
In addition to the abilities provided by your class at Fiendish Damage Your Fiend can harm the living and
1st level, you have the benefits of your selected the dead. Depending on the Target of your Fiendish
ancestry and background. Damage, you inflict either Negative or Positive
damage; whichever is most beneficial.
Initial Proficiencies 1st Cantrips Chill Touch, Disrupt Undead, & Join Pasts
At 1st level, you gain a number of proficiencies that
represent your basic training. These proficiencies are Soul Art Baleful Gouge
noted at the start of this class. Curse You are Weak to Good Damage and take a -2
circumstance penalty to your DCs & Saving Throws
Tools of the Trade 1st against Monitors specifically.
As a reaper, you employ very specific tools for combat.
Whenever a class feature, feat or ability calls for
Reaper's Weapon, it refers to Melee weapons which
must possess the Trip trait.
Demon
Demons are living incarnations of sin—be they classic
sins like wrath or gluttony, or more “specialized”
depravities like an obsession with torture or the act of
treason or treachery.
Fiendish Damage Your Fiend fries your enemies with
sparks of abyssal lightning or raw chaos. You may
choose your Fiendish Damage to be either
Electricity or Chaos damage.

Cantrips Electric Arc, Gouging Claw, & Bullhorn

Soul Art Fiendish Magic

Curse You are Weak to Good & Law Damage.

Devil
Masters of corruption and architects of conquest,
devils seek both to tempt mortal life to join in their
pursuit of all things profane and to spread tyranny
throughout all worlds. They adore making compacts
with mortals, bringing the souls of such deplorables
further to ruin.

Fiendish Damage Your Fiend embroil foes with hints


of Hellfire. You may choose your Fiendish Damage
to be either Lawful or Fire damage.

Cantrips Produce Flame, Approximate, & Mage Hand

Soul Art Fiendish Fortune

Curse You are Weak to Good & Chaos Damage.


Qlippoth
Inimical, primordial, and alien creatures that predates
mortal life, and most immortal life as well. Though
qlippoth have been driven to the deepest reaches of the
Abyss, they seethe with rancor at the loss of their
realms. Many seek to reclaim the abyss by purging
mortal sin from existence. Others yet still serve
Qlippoth Lords, even encaged ones like Rovagug and
seek to further the designs of their masters.

Fiendish Damage Your Fiend melts your enemies with


virulent sludge and primordial chaos. You may
choose your Fiendish Damage to be either Acid or
Chaos damage.

Cantrips Electric Arc, Puff of Poison,


& Forbidding Ward

Soul Art Possessed Throw

Curse You are Weak to Law Damage and take a -2


circumstance penalty to your DCs & Saving Throws
against Demons specifically.
Sahki
Sahkil
Former psychopomps who rebel against their role as
soul shepherds for the River of Souls and feed on
negative emotions, especially fear. They slip into
nightmares and dark places of the world to torment
mortals to further pervert Pharasma's will.

Fiendish Damage Your Fiend drenches your foes with


torment and fear. You may choose your Fiendish
Damage to be either Mental or Slashing damage.

Cantrips Haunting Hymn, Ghost Sound,


& Infectious Enthusiasm

Soul Art Terrifying Weapon

Curse You are Weak to Good & Mental Damage.


Non-Fiendish Options
These are additional options for Reapers that do not include the flavor of a Fiend and
instead of focus other thematic fixtures, such as the general theme of death.

Psychopomp Vanth

Unlike other Reapers, a specific sect of Pharasmans Voidbound Reaper


summon and bind a willing Psychopomp to
After a mysterious conflict within the halls of Geb,
themselves to combat the undead menace.
some of Urgathoa's very form and magic was shackled
Grave Damage Instead of Fiendish Damage, you tap into the material plane. These "Ribs of Urgathoa",
into the Boneyards themselves and inflict your lost to the greater world, possess individuals and
choice of either Positive or Negative energy. All tempt them with the Pale Princess's influence.
instances of Fiendish Damage present in this class is Powerful undead spirits, aspects of the goddess of
replaced with Grave Damage undeath herself, seek to drag a soul down the path of
unlife and depravity-- to embrace their dark nature.
Cantrips Message, Guidance,
Some fight this aspect, and use her power against evil
& Disrupt Undead
forces.
Soul Art & Curse Instead of gaining a Soul Art or a
Void Damage Instead of Fiendish Damage, you tap
Curse, Reaper's Weapons you wield are treated as if
into the negative energy plane and inflict your
they had Ghost Touch and you are not Weak to any
type of damage. You must, however, follow choice of either Cold or Negative energy. All
Pharasma's edicts as if you were her Champion. instances of Fiendish Damage present in this class is
replaced with Void Damage.
You can treat Daggers as if they were Reaper's
Weapons. Cantrips Puff of Poison, Join Pasts,
& Ray of Frost
Corruption Most Reapers surrender themselves to a
Fiend, instead you tether and maintain your Soul Art Reflexive Step
connection with your Psychopomp by feeding it
Curse You are Weak to Good Damage and Fire
your own lifeforce. Instead of incurring Corruption,
damage.
taxing acts of powerful Necromancy will bring you
closer to death by accruing Gloom. If you gain 3
Gloom, your Psychopomp will be forced to reap
your soul.
Soul Arts 1st KEY TERMS
As a Reaper you can drain the lifeforce of other
Soul Feats or Soul Arts with this trait require Soul
creatures to generate Soul Shards which can be
Shards equal to the value listed to activate.
levarage to borrow the power of your fiend. You can
spend Soul Shards to activate a special type of action Harvest Class Features, Feats, or Spells with this Trait
known as a soul art. You begin play with the Blood can either generate Soul Shards, Hit Points, or
Stalk soul art and a additional soul art as determined Temporary HP by harvesting soulforce from a
by your Fiend entry. You can hold a maximum creature. That creature must have something akin to
number of Soul Shards equal to your Wisdom soulforce present within them, living or undead.
Modifier. You can generate Soul Shards through Almost exclusively this limitation applies Construct.
features or ability with the Harvest trait, most Wind Up Feats or Soul Arts with this trait modify and
prominantly the Death's Design action. Your Soul enhance the next Strike you make on your Turn, even
Shards last until your next Daily Preparations. if that Strike is part of another Action.
You can spend Soul Shards to perform actions with
the Soul trait. The number of Soul Shards required for Corruption
the action is equal to the value associated with the Having your soul tied to a Fiend has consequence.
trait. So an action with the Soul 2 trait costs 2 Soul Performing deeds that are deemed evil can feed the
Shards to use. influence of your Fiend and generate Corruption. Acts
of Corruption offer power at the expense of morality
DEATH'S DESIGN
and are typically resolved in Exploration or Social
DIVINE REAPER HARVEST mode. It is up to the Game Master to determine what
Requirement Your previous action was a successful counts as an act of corruption, such acts typically
Strike using a Reaper's Weapon or Blood Stalk. result in gaining 2 Soul Shards or other creative
representions of power.
You reap the soul's energy out of the creature you just
damaged. You gain 1 Soul Shard and you cannot you Your willpower can withstand up to 2 stacks of
cannot regain Hit Points (though you may still gain Corruption before your Fiend's influence grows strong
Temporary Hit Points) until the start of your next turn. enough that you lose control of yourself. While
If the previous Strike was a Critical Hit, then siphon Corrupted you take a circumstance penalty to Will
Saves equal to your Corruption value. Additionally,
enough extra lifeforce to gain Temporary Hit Points
you and your Game Master should work together to
equal to your level for 1 minute.
determine what your character may or may do whilst
BLOOD STALK SOUL ART possessed or heavily influenced by their Fiend. Perhaps
you temporarily lose access to your character, revel in
SOUL 1
sin and destruction, or seek to expand Hell's influence
Frequency Once per round upon mortals.
Trigger After you successfully Striked a Creature.
During your Daily Preperations, you can choose to
Your Fiend manifests and claws at a target within make a Will Save against a DC of your level. If you
reach, dealing Fiendish Damage to them. The type of succeed, you can remove 1 stack of Corruption. A
damage dealt is determined in your Fiend's entry. Critical Success removes 2 Points instead. You can
always decide to make this Will Save, even if you are
at 3 Corruption.
Dark Mageries 1st General Feats 3th
Dark Mageries are Focus Spells which represent the At 3rd level and every 4 levels thereafter, you gain a
supernatural talent of your Fiend. It costs 1 Focus general feat.
Point to cast a focus spell. You begin with a Focus
Pool of 1 Focus Point. You refill your focus pool Alertness 3rd
during your daily preparations, and you can regain 1 You remain alert to threats around you. Your
Focus Point by spending 10 minutes using the Refocus proficiency rank for Perception increases to expert.
activity to tighten your control over your Fiend. Your
Dark Mageries are Divine spells and use your
Ability Boosts 5th
proficiency in Divine Spell Attacks and DCs. Your At 5th level and every 5 levels thereafter, you boost
spellcasting Ability Score for Focus Spells is Wisdom. four different ability scores. You can use these ability
Art by @tladpwl03
Gain the Enshroud Focus Spell. boosts to increase your ability scores above 18.
Boosting an ability score increases it by 1 if it's
Reaper Feats 1st already 18 or above, or by 2 if it starts out below 18.
At 1st level and every even-numbered level, you gain a
reaper class feat.
Ancestry Feats 5th
In addition to the ancestry feat you started with, you
Skill Feats 2nd gain an ancestry feat at 5th level and every 4 levels
At 2nd level and every 2 levels thereafter, you gain a thereafter.
skill feat. You must be trained or better in the
corresponding skill to select a skill feat.
Weapon expertise 5th
You've dedicated yourself to learning the intricacies of
Skill Increases 3th your weapons. Your proficiency ranks for simple
At 3rd level and every 2 levels thereafter, you gain a weapons, martial weapons, and unarmed attacks
skill increase. You can use this skill increase to become increase to expert.
trained in one skill you're untrained in, or become an
expert in one skill in which you are already trained.
Greater Soul Arts 7th
At 7th level, you can use skill increases to become a Your mastery over Soul Arts deepens your
master in a skill in which you're already an expert, understanding of the soul. You gain a greater Soul Art.
and at 15th level, you can use them to become You can also instead gain an initial Soul Art.
legendary in a skill in which you're already a master.
Weapon Specialization 7th
You can inflict greater injuries with your favored
weapons. You deal 2 additional damage with weapons
and unarmed attacks in which you're an expert. This
damage increases to 3 if you're a master, and 4 if
you're legendary.
Expert Mageries 9th Greater Resolve 17th
Your communion with your Fiend deepens. Your Your unbelievable training grants you mental
proficiency with Divine Spell Attack, Divine Spell DC resiliency. Your proficiency rank for Will saves
and Reaper Class DC increases to Expert. increases to legendary. When you roll a success on a
Will save, you get a critical success. When you roll a
Great Fortitude 9th critical failure on a Will save, you get a failure instead.
Your physique is incredibly hardy. Your proficiency When you fail a Will save against a damaging effect,
rank for Fortitude saves increases to expert. you take half damage.

Resolve 11th Masterful Mageries 17th


You've steeled your mind with resolve. Your You and your Fiend act in total unison. Your
proficiency rank for Will saves increases to master. proficiency with Divine Spell Attack, Divine Spell DC
When you roll a success on a Will save, you get a and Reaper Class DC increases to Master.
critical success instead.
Medium Armor Mastery 17th
Medium Armor Expertise 11th Your skill with light and medium armor improves,
You've learned to defend yourself better against increasing your ability to avoid blows. Your
incoming attacks. Your proficiency ranks for light proficiency ranks for light and medium armor, as well
armor, medium armor, and unarmored defense as for unarmed defense, increase to master.
increase to expert.
Enshroud Mastery 19th
Weapon Mastery 13th Your ability to harvest the power of the soul knows no
You fully understand your weapons. Your proficiency bounds. The amount of Soul Shards you gain from
ranks for simple weapons, martial weapons, and Death's Design increases by 1.
unarmed attacks increase to master.

Soul Mastery 13th


Your capacity for soul energy has reached its full
potential. Increase the number of Souls Shards you can
hold by 1.

Major Soul Art 15th


You've mastered the Soul Arts. You learn a Major
Soul Art. You can instead gain a Greater or Initial
Soul Art.

Evasion 15th
You've learned to move quickly to avoid explosions, a
dragon's breath, and worse. Your proficiency rank for
Reflex saves increases to master. When you roll a
success on a Reflex save, you get a critical success
instead.

Greater Weapon Specialization 15th


Your damage from weapon specialization increases to
4 with weapons and unarmed attacks in which you're
an expert, 6 if you're a master, and 8 if you're
legendary.
Soul Arts
Lesser SOul ARts POSSESSED THROW SOUL ART
BALEFUL GOUGE SOUL ART EVOCATION REAPER SOUL 1 WIND UP

Requirements You are holding a Reaper's Weapon


SOUL 1
Range 30ft
Triggers When activating Blood Stalk
An aspect of your Fiend appears behind you and
Your fiend unleashes evil power. Increase the dice size
temporarily possesses your Reaper's Weapon. When
of your Fiendish Damage by 1 (D8, D10, etc…). All
you next Strike, you may throw your weapon at a
Fiendish Damage you deal becomes Evil Damage
target that is up to 30ft away from you. Regardless if
instead of whatever type of damage you originally
your Strike is successful or not, your weapon
chose to inflict.
reappears back into your hands immediately
FIENDISH FORTUNE SOUL ART afterwards.
PRESS SOUL 1 FORTUNE Special If you are already using a Thrown weapon,
Trigger You successfuly Melee Strike someone with a then increase its range increment by 30 feet
Reaper's Weapon. instead.
You feed your Fiend soulpower in exchange for REFLEXIVE STEP SOUL ART
supernatural prowess. Make a Strike using your SOUL 1
Reaper's Weapon. Roll your Strike twice and use the
Trigger You successfuly Melee Strike someone with a
better result.
Reaper's Weapon.
FIENDISH MAGIC SOUL ART Your Fiend's energy flares, your movements made
SOUL 2 DIVINE swift. You take a Step.
You can force your Fiend to Cast a Spell for you. Spend TERRIFYING WEAPON SOUL ART
2 Soul Shards to Cast one of the following Spells:
SOUL 1
Darkvision, Friendfetch, Bane, Jump, Pass without
Trigger When achieving a Critical Success on a Strike
Trace, or Resist Energy as a Divine Spell. These Spells
using a Reaper's Weapon.
are automatically heightened to a Spell Degree equal
to half your level (rounded up). Your critical strike is especially fearsome and brutal.
Demoralize a Target in Range.
Greater Soul Arts PUNISH WEAKNESS GREATER SOUL ART
CROSS REAPING GREATER SOUL ART SOUL 1

Trigger You just dealt Fiendish Damage


SOUL 2 WIND UP
Your Fiend exploits flaws present within your foe
Requirements You are holding a Reaper's Weapon
while they rend them. So long they did not Resist your
Your Reaper's Weapon flares with Fiendish energy,
Fiendish Damage, trigger any single Weakness that
now able to cover more ground. If your next action
creature possesses.
includes a Strike, you can target one additional
creature within 15ft. SICKENING CLAW GREATER SOUL ART
Resolve your upcoming Action and compare its NECROMANCY REAPER SOUL 1
results to all targeted Creatures. Roll damage only Trigger You just dealt Fiendish Damage.
once and apply it to each creature you hit with your
Your Fiend rake the soul of a creature, rendering them
Strike. Those creatures take the full effects of your
weaker. Your Blood Stalk target takes must make a
enhanced Action. Any additional Checks, such as the
Fortitude saving throw against your Divine Spell DC or
Athletics Check to Trip a Target featured in
be nauseated with baleful vertigo.
"Knockdown", are also resolved against all Targets.
Success The target is unaffected.
REFLEXIVE DASH GREATER SOUL ART Failure The target is Sickened 1.
Prerequisites You are holding a Reaper's Weapon. Critical Failure The target is Sickened 2.
As you step instinctually, you cover more distances. Special If you are under the effects of Enshroud,
When you use the Reflexive Step Soul Art, Step 10ft increase the DC of "Sickening Claw" by 2.
instead of 5ft.
ABYSSAL EGRESS GREATER SOUL ART
REAPER'S SUPPORT GREATER SOUL ART CONJURATION REAPER SOUL 1

SOUL 1 FLOURISH Requirements You must be able to cast Hell's Ingress


Targets an adjacent ally Triggers When you cast Hell's Ingress
You aid an adjacent ally. Step or Stride & resolve one Duration Until the start of your next Turn
of the following effects: In a flash, you return to the original position you
You attempt to use your Fiendish powers to teleported from using Hell's Ingress either when you
Counteract persistent damage on the target. Use end your Turn or at the start of your next Turn.
Religion when rolling for this Counteract check. If
you Succeed, reduce the flat check to purge their
persistent damage to 5. If you Critically Succeed,
negate the damage outright and grant that ally
Temporary Hit Points equal to your level.
You can pick up that ally from prone, this does
not provoke reactions.
You can reposition that ally to any square within
your held weapon's reach. This does not provoke
reactions.
You can grant that ally Temporary Hit Points
equal to half your level (rounded up).
Major Soul Arts ONE WITH THE ABYSS MAJOR SOUL ART
SOULFOCUS MAJOR SOUL ART CONCENTRATE SOUL 1

Requirements You are under the effects of Enshroud


METAMAGIC SOUL 2
and your Fiend must be a Demon or Qlippoth.
You can leverage souls to empower your Dark
Duration until Enshroud is dismissed or negated.
Mageries or other Focus Spells. If your next action is
You draw upon your Fiend's homeplane to transform
to cast a Focus Spell, reduce the amount of Actions
yourself into a dark creature pulsing with abyssal
required to cast your next Focus Spell by 1 (to a
power. Gain the Fiend trait. You grow flying
minimum of 1).
appendages that grant you a fly speed equal to your
GUILLOTINE MAJOR SOUL ART land speed. Benefit from the effects of Heroism with a
SOUL 2 degree equal to half your level (rounded up). While
Frequency Once per minute 'One with the Abyss' is active, you lose one Soul Shard
Trigger Following an "Attack of Opportunity" or at the end of each round.
"Gallows" Reaction. You can return to normal as a free action with the
concentrate trait or when you run out of Soul Shards.
You attempt to seal the fate of your foe. Strike again.
Using this Soul Art generates Corruption.
ONE WITH THE VOID MAJOR SOUL ART Special If you are bound to a Psychopomp, you can
CONCENTRATE SOUL 1 gain a variant of this Soul Art dubbed: "One with the
Requirements You are under the effects of Enshroud Boneyards" and replace the Fiend trait with the
and your Fiend must be a Daemon or Sahkil. You Monitor and Psychopomp traits.
alternatively can be a Voidbound Reaper. ONE WITH THE PIT MAJOR SOUL ART
Duration until Enshroud is dismissed or negated.
CONCENTRATE SOUL 1
You partially leave the material plane, becoming
Requirements You are under the effects of Enshroud
Incorporeal. Gain the Incorporeal and Fiend traits.
and your Fiend must be a Devil.
While Incorporeal, you gain Resistance to all Physical
Duration until Enshroud is dismissed or negated.
damage equal to half your level (bypassed by Ghost
Touch or similar effects). Unlike a ghost, you can still You draw upon your Fiend's homeplane to transform
Strike non-incorporeal creatures; You can phase yourself into a devil not unlike a Pit Fiend. Gain the
through solid walls, although starting your turn while Fiend and Devil traits. You grow hellish wings and gain
inside of a solid wall makes you Slowed 1. While 'One a 60ft fly speed and greater darkvision. Whenever you
with the Void' is active, you lose one Soul Shard at the deal damage, roll twice and take the best result. While
end of each round. 'One with the Pit' is active, you lose one Soul Shard at
You can return to the material plane as a free action the end of each round.
with the concentrate trait or when you run out of Soul You can return to normal as a free action with the
Shards. If you are inside of a solid wall when you concentrate trait or when you run out of Soul Shards.
become corporeal, you are pushed to the nearest free Using this Soul Art generates Corruption.
space adjacent to said wall.
Using this Soul Art generates Corruption.
Class Feats 2nd Level
1st Level KNOCKDOWN FEAT 2
FIEND FAMILIAR FEAT 1 REAPER FLOURISH

REAPER You make an attack to knock a foe off balance, then


Your Fiend has developed the ability to manifest follow up immediately with a sweep to topple them.
physically in the form of a familiar. You gain a Familiar Make a melee Strike. If it hits and deals damage, you
with two Familiar abilities. As a three action can attempt an Athletics check to Trip the creature
activity with the Concentrate trait, you can Summon you hit. If you’re wielding a two-handed melee
or Dismiss your Fiend Familiar. While summoned as a weapon, you can ignore Trip’s requirement that you
Familiar, your Fiend can only deal Fiendish Damage if have a hand free. Both attacks count toward your
they are occupying your space. Should your Fiend be multiple attack penalty, but the penalty doesn’t
killed in their Familiar form, you are unable to deal increase until after you’ve made both of them.
Fiendish Damage until you spend at least 10 minutes ASCLEPIUS FEAT 2
to revitalize your Fiend.
REAPER

FIEND'S DOMINION FEAT 1 You gain the Asclepius Dark magery. Increase your
REAPER Focus Pool by 1.
Your connection to the aspects of the void grant you HIT THE MARK FEAT 2
greater power. Choose one of the following domains:
REAPER
Darkness, Death, Duty, Might, Soul, or Void. You learn
that Domain's Initial domain spell. Increase your Focus Your profane mark is a promise of certain death. You
Pool by 1. This spells counts as a Dark Magery. gain a +2 Status bonus to Melee Damage using
Reaper's Weapons while in possession of at least one
Special You can select this feat multiple times,
Soul Shard.
selecting a different domain each time and gaining
its domain spell. FIENDISH DESIRES FEAT 2
HARPE FEAT 1 REAPER

REAPER
You bargain, control, or wrest more power from your
Fiend. Gain a new Soul Art of your choice.
You learn the Harpe Dark Magery. Increase your Focus
Pool by 1. You may take this feat multiple times.

HELL'S INGRESS FEAT 1 SOUL SOWING FEAT 2


REAPER
REAPER

You learn the Hell's Ingress Dark Magery. Increase Frequency Once per day
your Focus Pool by 1. Trigger You gained a Soul Shard
You draw more from that source of soulforce to feed
DEATH IN SIMPLICITY FEAT 1 your Fiend. You instantly recover 1 Focus Point.
REAPER

Even the simplest of tools is a deadly weapon in your


hands. Increase the Damage Die of any Simple
Reaper's Weapon you wield by 1 step (d4 to d6; d6 to
d8; and soon).
4th Level 6th Level
POWER ATTACK FEAT 4 ATTACK OF OPPORTUNITY FEAT 6
REAPER FLOURISH REAPER

You unleash a particularly powerful attack that Trigger A creature within your reach uses a
clobbers your foe but leaves you a bit unsteady. Make manipulate action or a move action, makes a ranged
a melee Strike. This counts as two attacks when attack, or leaves a square during a move action it’s
calculating your multiple attack penalty. If this Strike using.
hits, you deal an extra die of weapon damage. If you’re You lash out at a foe that leaves an opening. Make a
at least 10th level, increase this to two extra dice, and melee Strike against the triggering creature. If your
if you’re at least 18th level, increase it to three extra attack is a critical hit and the trigger was a manipulate
dice. action, you disrupt that action. This Strike doesn’t
count toward your multiple attack penalty, and your
MORNING HARVEST FEAT 4
multiple attack penalty doesn’t apply to this Strike.
REAPER

Whether through your intention or not, your Fiend CLEAR THE WAY FEAT 6
feeds on your soul each and every day. During you REAPER

daily preperations, generate Soul Shards equal to half Prerequisites You’re wielding a melee weapon in two
your Wisdom modifier (rounded down) automatically. hands.
NIGHTMARE SLICE FEAT 4 You put your body behind your massive weapon and
swing, shoving enemies to clear a wide path. You
ATTACK PRESS REAPER
attempt to Shove up to five creatures adjacent to you,
Requirements you are holding a Reaper's Weapon. rolling a separate Athletics check for each target. Then
You and your Fiend work together to take down a foe. Stride up to half your Speed. This movement doesn’t
Make a Melee Strike against a foe in reach. Regardless trigger reactions from any of the creatures you
if you succeed or not, that foe takes additional successfully Shoved.
Fiendish Damage.
GLUTTONY FEAT 6
HARVESTING STANCE FEAT 4
REAPER
REAPER STANCE
You learn the Gluttony Dark Magery. Increase your
Requirements You are wielding a Reaper's Weapon. Focus Pool by 1.
You take a stance condusive to of wide reaping
motions. So long as you continue to meet the stance's SHROUDED IN SHADOWS FEAT 6
requirements, your Reaper's Weapon gains the Reach REAPER

10ft trait. If your weapon already has the Reach trait, Requirements the Enshroud Dark Magery.
increase it by 5ft. Your Fiend enevolps you in a sinister wreath to protect
you from baleful harm. So long as you are under the
effects of Enshroud, gain Resistance of half your level
(rounded up) to every damage type listed in your
Fiend's Fiendish Damage entry.
Special If you have the Baleful Gouge Soul Art, equally
gain Resistance to Evil damage as well.
SPINNING SLICE FEAT 6 IMPROVED KNOCKDOWN FEAT 8
FLOURISH REAPER REAPER

You spin about with your Reaper's Weapon to harm Prerequisites Knockdown
multiple foes. Make a single Strike using your Reaper's You can dash your foe to the ground with a single
Weapon and compare the result against two creatures blow. When you use Knockdown, instead of making a
within your reach. Roll damage only once and apply it Strike followed by a Trip, you can attempt a single
to each creature you hit. 'Spinning Slice' counts as two Strike. If you do and your Strike hits, you also apply
attacks for your Multiple Attack Penalty. If you’re the critical success effect of a Trip. If you used a two-
using a weapon with the sweep trait, its modifier handed melee weapon for the Strike, you can use the
applies to all your 'Spinning Slice' attacks. weapon’s damage die size instead of the regular die
If you perform Blood Stalk right after using this size for the damage from a critical Trip.
action, inflict Fiendish Damage to all successfully hit
targets. SHOVING SWEEP FEAT 8
REAPER
FURIOUS FOCUS FEAT 6
Prerequisites expert in Athletics
REAPER
Trigger A creature within your reach leaves a square
You’ve learned to maintain your balance even when during a move action it’s using.
swinging furiously. When you make a Power Attack Requirements You are wielding a melee weapon in two
with a melee weapon you’re wielding in two hands, it hands.
counts as one attack toward your multiple attack You swing your weapon at your foe, rebuffing them
penalty instead of two. back. You attempt to Shove the triggering creature,
FIENDISH NEGATION FEAT 6 ignoring the requirement that you have a hand free.
The creature continues its movement after the Shove
REAPER
unless you achieve a Critical Hit.
Triggers When a creature who is the same as your
Fiend resolves a Spell Effect. SOUL'S VIGOR FEAT 8
Cost 1 Focus Point REAPER

You draw upon your Fiend's innate resilience to magic Frequency Once per Hour
to negate a supernatural effect. Spend a Focus Point Whenever you defeat a Creature with an action that
and attempt a Counteract check using Religion. If you features either 'Soul' or 'Harvest' traits, you can drain
succeed the creature's spell is negated outright. For them of their remaining lifeforce to mend your
purposes of Spell Degrees, treat 'Fiendish Negation' as wounds. Resolve the effects of a two action Heal
if it had a degree of half your level (rounded up). If you on yourself whose degree is equal to half your target's
use 'Fiendish Negation' more than once in a minute, it level (rounded up). Depending on the creature, and on
generates Corruption. your GM, this action may generate Corruption.
8th Level
GALLOWS FEAT 8
REAPER NECROMANCY

Trigger A creature within 15ft of you is hit by an


Attack from one of your Allies.
You swiftly aid in the reaping of your ally's foe. Inflict
Fiendish Damage against the Triggering Creature and
immediately siphon that foe's soulforce. Gain
Temporary HP equal to your level.
BLOODLETTING FEAT 8 BARGAIN FOR YOUR LIFE FEAT 10
REAPER TRANSMUTATION WIND UP REAPER

Your Fiend appears and serrates your Reaper's Trigger You would fall unconscious due to your Hit
Weapon to draw blood from your foe. If your next Points reaching 0 or die.
action is to resolve a Strike that is then followed by Your Fiend keeps you on the edge of life. You heal 1 Hit
Blood Stalk, change its Fiendish Damage into Point, stand from Prone without provoking any
Persistent Bleed Damage. reactions, and increase your Wounded condition by 1.
This generates Corruption. If you use this ability again
ADVANCED DOMINION FEAT 8
in the same day, it generates 2 stacks of Corruption
REAPER
instead.
Prerequisites Fiend's Dominion
Your ties to your Fiend grant you expanded breadth of 12th level
power. You gain an advanced domain spell from one of PLENTIFUL HARVEST FEAT 12
your domains. Increase the number of Focus Points in
REAPER HARVEST EXPLORATION
your focus pool by 1.
Prerequisites Morning Harvest
Special You can select this feat multiple times. Each
You carefully allow your Fiend to feast on your soul
time, you must select a different advanced domain
when you attempt to bargain or tighten your control
spell from a domain for which you have an initial
upon them. When you refocus, gain 1 Soul Shard. If
domain spell.
your Wisdom is 20 or higher, gain 2 Soul Shards
10th Level instead.

FIENDISH HUNGER FEAT 10 ENSHROUD ALLY FEAT 12


REAPER REAPER

You thrist for power matches that of your Fiend. Requirements You can cast Enshroud.
Gain a Greater Soul Art of your choice. You can summon your Fiend to aid your Ally. Gain the
You may take this feat multiple times. Enshroud Ally Dark Magery.

WHORL OF DEATH FEAT 10 REAPER'S FOCUS FEAT 12


REAPER WIND UP REAPER

Prerequisites Spinning Slice Prerequisites Focus Pool of 2


You gather dark energies to dramatically increase the Your ability to regain focus increases. If you have
power of your "Spinning Slice". If your next action is to spent at least 2 Focus Points since the last time you
Strike using Spinning Slice you: Refocused, you recover 2 Focus Points when you
Increase your reach by 5ft, 10ft if are under the Refocus instead of 1.
effects of Enshroud.
LACERATION OF DESPAIR FEAT 12
May use Death's Design as a free action after
using "Spinning Slice". REAPER

Prerequisites Sickening Claw


VEIL OF TERROR FEAT 10
Your Fiend's claws cut deep into your foe's souls.
REAPER
Whenever Sickening Claw inflicts a stack of Sickened,
Prerequisites Master in Intimidation, Enshroud increase that stack by 1. Alternatively, you can have
Those who witness you are shaken to their core. While Sickening Claws inflict either the Stupefied for one
under the effects of Enshroud you gain a 5ft round or Frightened conditions instead of Sickened.
emenation. Those within this Range are Frightened 1
and can't lower their Frightened condition below 1.
14th level
BLOOD SACRIFICE FEAT 14
REAPER

Frequency Once per day


You sacrifice your own vitality to sustain Fiendish
power. Gain the Drain 1 condition and gain a number of
Soul Shards equal to your Wisdom Modifier. If you
were under the effects of Enshroud on your Turn, you
can recast it as a free action without spending a
Focus Point.

DOMINANCE FEAT 14
REAPER

Even after making bargains, you maintain control over


your Fiend. Increase the maximum amount of
Corruption you can withstand by 1, or by 2 if you have
a 22 Wisdom. You always reduce your Corruption by 1
automatically during each of your Daily Preperations.
This does not preclude you from making a Will Save to
reduce your Corruption further.

UNHOLY CIRCLE FEAT 14


REAPER
Art by @_saowee
You learn the Unholy Circle Dark Magery. Increase
GIBBET FEAT 12 your Focus Pool by 1.
REAPER
WHIRLWIND STRIKE FEAT 14
Your foe's fate is sealed. At the start of your turn, you REAPER FLOURISH OPEN
gain an additional reaction which you can only use for
You attack all nearby adversaries. Make a melee Strike
either the "Gallows" or "Shoving Sweep" reactions.
against each enemy within your melee reach. Each
UNBALANCING SWEEP FEAT 12 attack counts toward your multiple attack penalty, but
REAPER FLOURISH OPEN do not increase your penalty until you have made all
You make a great sweep about yourself, knocking your attacks.
creatures off their feet and away from you. Choose up HAMMER QUAKE FEAT 14
to three adjacent foes and choose whether to Shove or
REAPER FLOURISH OPEN
Trip all three of them. Whichever of the two options
you choose, roll a separate Athletics check against Requirements You’re wielding a non-finesse melee
weapon in two hands.
each foe, performing the same action against each foe.
Each attempt counts toward your multiple attack You smash the ground with your weapon, knocking
penalty, but don’t increase your penalty until you have nearby creatures to the ground. Choose a square
made all the attempts. within your reach, including your own space. If there’s
a foe in the chosen square, Strike that foe with the
required weapon. Then attempt to Trip every foe in the
chosen square plus each square adjacent to that
square, ignoring Trip’s requirement that you have a
hand free. This counts as three attacks toward your
multiple attack penalty, but the penalty doesn’t
increase until after you’ve made the Strike, if any, and
all the Trip attempts.
16th Level GRIM HARVEST FEAT 16
SOUL REAPER FEAT 16 REAPER

Prerequisites Plentiful Harvest


FLOURISH DEATH REAPER HARVEST OPEN
You use your foe's openings to swiftly draw upon their
Requirements You are under the effects of Enshroud &
soulforce. After resolving Blood Stalk against a flat
are holding a Reaper's Weapon.
footed foe, you can use Death's Design as a Free
Overflowing with malefic energy, you assure your
action instead of a single action.
Harvest. Strike a foe with your Reaper's Weapon, if
you Fail to hit, gain a Success instead (this effect does FIENDISH FRENZY FEAT 16
nothing on Critical Failures). REAPER
If you follow 'Soul Reaper' with Blood Stalk, deal Frequency Once per day
your Fiendish Damage twice. After using 'Soul Reaper',
You bask yourself in to your Fiend's power, allowing
Enshroud ends automatically and you may
him more control in exchange for more power. Cast
immediately use Death Design as a free action.
Enshroud without spending a Focus Point as part of
If your Target is reduced to 0 HP, you can spend a
'Fiendish Frenzy'.
reaction to harvest their soul inside your Reaper's
Weapon (as per the Bind Soul spell). A defeated Target FIENDISH REVELRY FEAT 16
can resist their Soul's capture by succeeding a Will REAPER
Save against your Class DC or Will DC, whichever is You demand excellence from your Fiend. Gain a Major
higher. Whether you succeed or fail to capture a Soul,
Soul Art of your choice.
attempting to do so generates Corruption.
While such a Soul is stored in your Reaper's Weapon,
you can feast upon it with an Interact action. In
doing so, you gain a Soul Shard for every 5 levels the
creature posseses. Especially powerful and mythic
creatures can award you double the amount of Soul
Shards. That is then either destroyed or cannot be
feasted upon again (as determined by the GM).
18th Level 20th Level
GRACE OF THE REAPER FEAT 18 PENCHANT FOR ENSHROUD FEAT 20
REAPER REAPER

The moment you pick up a weapon, it seems to gain Whenever you roll for initiative, you can cast
Fiendish aspects and becomes supernaturally lighter. Enshroud as a Free Action without spending a Focus
Treat all weapons as Reaper's Weapons. Weapons that Point.
previously qualify as Reaper's Weapons are now
FRAGMENTS OF THE SOUL FEAT 20
treated as having the Agile trait, even if they did not
previously. REAPER

Prerequisites Soul's Vigor


REAPER'S WELLSPRING FEAT 18
Your understanding of the soul allows you to consume
REAPER
the souls of your enemies with eerie efficiency. You
Prerequisites Reaper's Focus can now use "Soul's Vigor" Once per Minute instead of
Your mastery over soul reaping allows you to focus Once per Hour.
your energies more. You can recover 3 Focus Points
COMMUNIO FEAT 20
when you Refocus instead of 1 if you have spent at
DEATH REAPER HARVEST
least 3 Focus Points since the last time you Refocused.
Frequency once per minute
HARVEST MOON FEAT 18 Area 60ft Emanation
CONJURATION FLOURISH REAPER Triggers When you would use Blood Stalk on a target.
Range 120ft Your Fiend appears and detonates in an dreadful
Targets 1 Creature explosion. Deal your Fiendish Damage to all enemies
You pass your Reaper's weapon to your Fiend who around your Blood Stalk target. If they are reduced to
fades and reppears to strike a distant creature. Make a 0 HP, naught remains but ash as per Disintegrate. For
Strike, if successful that creature also takes Fiendish each foe reduced to 0HP in this way, generate up to 2
Damage and is forced to make a Will Save. If they fail Soul Shards.
the saving throw, they become Frightened 2.
Regardless of the outcome, the target becomes
Immune to Harvest Moon for 1 minute.

ULTIMATE MAGERIE FEAT 18


REAPER

You leverage your Fiend's very soul to execute


powerful magic. During your Daily Preperations
choose one common Divine Spell whose degree is
equal half your level (rounded up); to a maximum of
9th degree magic. You can cast that temporarily cast
that spell once as a innate spell. You can only have
Ultimate Magerie active at a time.
Dark Mageries
ENSHROUD FOCUS 1 HELL'S INGRESS FOCUS 1
UNCOMMON REAPER TRANSMUTATION HEALING UNCOMMON CONJURATION REAPER TELEPORTATION

Cast Verbal Cast Verbal


Duration 1 Minute Range 25 feet
You infuse with an aspect of your Fiend to gain access You tear a rift in reality with your weapon and jump
more power. While under the effects of Enshroud, through it, teleporting yourself to an empty space
Reaper's Weapons you wield have their Multiple within range.
Attack Penalty reduced to -4 on the second strike and Heightened (+2) The range increases by 5 feet
-8 on the third strike (Or -3 and -6 if the weapon is
Agile). However, while under the effects from ASCLEPIUS FOCUS 1
Enshroud you cannot regain Hit Points (though you UNCOMMON NECROMANCY REAPER

may still gain Temporary Hit Points). Cast Verbal


You can end Enshroud early by spending a free Duration 1 Minute
action which triggers after taking damage, doing so You channel your Fiend's power to mend your wounds.
will restore you a number of Hit Points equal twice to You gain 3 Temporary Hit Points. Each time you Gain a
your level. If the triggering damage would reduced you Soul Shard from Death's Design or Gluttony, you
to 0 HP, the healing applies only after becoming prone regain 2 Temporary Hit Points (though you cannot
and gaining the dying condition. exceed the initial value granted by Asclepius).
HARPE FOCUS 1 Heightened (+1) The Temporary Hit Points gained
increases by 3 and the amount regained when
UNCOMMON EVOCATION NEGATIVE REAPER HARVEST
obtaining Soul Shards increases by 2.
Cast Somatic
Range 30 feet; Targets 1 creature. GLUTTONY FOCUS 3
You call forth projectiles of negative energy from your UNCOMMON EVOCATION REAPER HARVEST

hand that strike unerringly at your target, dealing Cast Somatic, Verbal
Fiendish Damage. Any form of protection which would Range 120 feet; Targets 1 Creature
protect the target against the Magic Missile spell (Such Saving Throw basic Fortitude
as the Shield spell, the Brooch of shielding or similar Your Fiend creates a pillar of powerful energy around
effects) also protects the target against Harpe. the target that deals 8d6 damage whose type matches
If Harpe lands the finishing blow on a creature, gain of the options for your Fiendish Damage. This spell
a Soul Shard. gains the appropriate traits to match that energy type.
You can also choose to expand the width of your
pillar, equally forcing a basic Fortitude Save against all
creatures adjacent to your original Target.
If a creature fails their Saving Throw, you gain 1 Soul
Shard. If they Critically Fail, gain 2 Soul Shards
instead. You can only gain a maximum of 3 Soul
Shards in this way.
Heightening (+1) The damage increases by 2d6.
ENSHROUD ALLY FOCUS 6 UNHOLY CIRCLE FOCUS 7
UNCOMMON CONJURATION REAPER UNCOMMON REAPER DIVINE

Cast Verbal Cast Somatic, Verbal


Targets a willing ally Area 15-ft emanation
Triggers When an ally is about to Strike and suffers Duration 1 Minute
Multiple Attack Penalty. Saving Throw Will
You enhance your Ally's Strike with your Fiend. Your You bring forth an aspect of your Fiend's homeplane,
Ally's Strike behaves as though it has no Multiple commanding it to empower allies and hinders enemies.
Attack Penalty. If your Ally Succeeds or Critically All allies within the area gain a +1 Status bonus to
Succeeds their Strike, you can resolve Death's Design Attack rolls and ignore Difficult Terrain. Inversely, all
as a free action immediately; treating your Ally's enemies who enter this area must make a Will saving
Strike as your own for its purposes. throw and treat the area as Difficult Terrain.

Success The creature is unaffected and become


Immune to Unholy Circle for its duration.
Failure The creature takes -2 status penalty to Attack
rolls and Armor class while they are in the area for 1
round.
Critical Failure As Failure, but the effect persists so
long as they remain within the area of this spell.
Reaper Dedication DARK MAGERIES
REAPER DEDICATION FEAT 2 If you take a Reaper feat which grants you a Dark
Magery through the Dabbler's Reaping or Apprentice's
UNCOMMON ARCHETYPE MULTICLASS REAPER DEDICATION
Reaping feats, you become Trained in Divine Spell
Prerequisites Strength or Dexterity 16, Wisdom 14, & Attack and Divine Spell DC. If you do not already
Trained in Religion possess a Focus Pool, you gain a Focus Pool of 1. If you
Access you've bound at least a minor Fiend to your already have one, increase your Focus Pool as normal.
Soul or know their True Name.
You've dabbled in makign a pact with a Fiend to walk ADVANCED REAPING FEAT 6
the path of a Reaper. Choose a Fiend listed in the UNCOMMON ARCHETYPE REAPER
Reaper Class. Gain a the Reaper's "Soul Reaping" class Prerequisites Dabbler's Reaping
feature, including the Death's Design action, the Blood
You gain a Reaper feat. For the purpose of meeting its
Stalk Soul Art, and access to your chosen Fiend's
prerequisites, your reaper level is equal to half your
Fiendish Damage. As a Multiclass Reaper, you can only
character level.
hold a maximum of 2 Soul Shards even if your Wisdom
is higher than 14. Special You can select this feat more than once. Each
Unlike a normal Reaper, your Fiendish Damage only time you select it, you gain another alchemist feat.
deals 1d6 and does not increase.
GREATER SOUL FEAT 10
Special You cannot select another dedication feat until
you have gained two other feats from the Reaper UNCOMMON ARCHETYPE REAPER

archetype. Prerequisites Reaper Dedication


Gain a Greater Soul Art of your choice.
BASIC REAPING FEAT 4
UNCOMMON ARCHETYPE REAPER RESOLVE FEAT 12
Prerequisites Reaper Dedication UNCOMMON ARCHETYPE REAPER

You gain a 1st- or 2nd-level Reaper feat. Prerequisites Reaper Dedication


You’ve steeled your mind with resolve. Your
SOUL SANCTUM FEAT 6
proficiency rank for Will saves increases to master.
UNCOMMON ARCHETYPE REAPER
When you roll a success on a Will save, you get a
Prerequisite Expert in Religion critical success instead.
You can now hold a maximum of Soul Shards equal to
your Wisdom modifier.
NinjaReaper

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