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Mortal Reaper

Reapers are rangers who are trained to be assassins in the wilderness. They track down their prey and tear them limb from limb using their grim-infused weapons. With their reputation and dread they spread, their very sight strikes fear into the hearts of their victims. They use this to their advantage, rendering their opponents numb with the grim weight of death that grips them with horror.

Sight of the Reaper

Beginning when you choose this archetype at 3rd level, your victims realize with fear what the sight of you means for them. As a bonus action, you can radiate an energy of dread in a 90-foot aura that affects the hostile creatures that can see you within range. You can target a number of creatures equal to your Wisdom modifier (minimum one).

A creature targeted by this dread must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until they take damage or the aura ends. An affected creature repeats its saving throw at the start of each of its turns. You have advantage on attack rolls against the affected creatures.

Once you use this feature, you cannot do so again until you finish a short or long rest.

Favored Enemy. If you target a creature that is your favored enemy, it has disadvantage on Wisdom saving throws it makes against the effects of your aura.

Reaping Strike

Starting at 7th level, you can make an additional attack to a creature frightened by your dread. You can use this feature once per turn.

Grim Wield

Starting at 11th level, you are able to wield your weapons with the grim of death. When you hit a creature with a weapon attack, you deal an extra 1d10 necrotic or psychic damage. You choose the type of extra damage you deal; if you wish to make the target’s flesh wither, you can deal necrotic damage, if you wish to unhinge its mind with a sense of dread, you can deal psychic damage. When you hit a creature frightened by your dread, this damage increases to 2d10.

A creature that is frightened by your dread finds it harder to escape from it. Upon taking damage, the creature must first succeed on a Wisdom saving throw to break free from the dread.

Favored Enemy. When you target a creature that is your favored enemy, and it fails its relevant saving throw against your spell save DC (Constitution, if you chose to deal necrotic damage and Wisdom, if you chose to deal psychic damage), you make it stunned until the end of its next turn.

Mortal Strike

At 15th level, you gain the ability to bring the grim of death upon a creature by filling your strikes with your essence of dread. You can declare that you do so after you make your attack roll but before the Game Master states the result.

When you do so, you deal extra damage of the damage type of your choice (psychic or necrotic) equal to your ranger level + your Wisdom modifier.

The essence can cause a target’s body to wither away, dealing necrotic damage, or unhinge its mind with dread, dealing psychic damage, according to your choice. If the target creature is frightened by your dread, the damage dealt by this feature is doubled.

Once you use this feature, you cannot do so again until you finish a short or long rest.

Favored Enemy. If your target is a favored enemy, the target must make a Constitution saving throw (if the damage is necrotic) or a Wisdom saving throw (if the damage is psychic) against your spell save DC. On a failed save, the target is paralyzed until the end of its next turn.

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