FF XIV D&D Compendium
hit dice:
1d10
hit points at 1st level:
10 + Constitution Modifier
hit points at higher levels:
1d10 (or 6) + Constitution Modifier
armor proficiencies:
Light Armor, Medium Armor
weapon proficiencies:
Simple Weapons, Martial Weapons
tools:
None
saving throws:
Strength, Wisdom
skills:
Choose two from Arcana, Athletics, Insight, Intimidation, Perception and Religion.
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) Battle Scythe or (b) one martial melee weapon
(a) two Handaxes or (b) a Light Crossbow and 20 bolts
(a) scale mail or (b) leather armor
(a) a Dungeoneer's Pack or (b) an Explorer's Pack
A Momento bestowed to the reaper by the voidsent
Battle Scythe
Reapers make use of a specialized scythe which has the following properties. Two-Handed, Finesse, deals 2d4 slashing damage.
spellcasting:
Dark Alliance
At 1st level, you form a contract with a voidsent known as a Void Avatar. Drawn to your location due to massive loss of life, you've formed a contract to borrow power from the voidsent and received a momento from it to symbolize your contract. You can review their stats in the statblock below.
In combat, the voidsent acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the voidsent to take the Attack action. If you are incapacitated, the voidsent can take any action of its choice, not just Dodge.
When the voidsent is killed, its essence returns to your momento. You can use your action to touch your momento and expaned a spell slot of 1st level or higher. The voidsent regains its form after 1 minute with all its hit points restored.
When you finish a long rest, you may resummon your voidsent from its momento. If it is still active it regains all its hit points.
Spellcasting
By 2nd level, you have learned to draw on the power of the void to cast spells as with your avatar's help. See chapter 10 of the Player's Handbook for the general rules of spellcasting and the end of this document for the Reaper spell list.
Preparing and Casting Spells
The Reaper table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expand a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of Reaper spells that are available for you to cast, choosing from the Reaper spell list. When you do so, choose a number of Reaper spells equal to your Wisdom modifier + your Reaper level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level Reaper, you have four 1st-level and two 2nd-level spell slots. With an Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Reaper spells requires time spent in study and review: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your Reaper spells. The power of your spells comes from your bond with your void avatar. You use your Wisdom whenever a Reaper spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Reaper spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a Reaper spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use your momento from the voidsent as a spell casting focus for your Reaper spells.
class features:
Fighting Style
Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no 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.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Reaper Archetype
At 3rd level, you choose your focus as a Reaper: Death's Blade, Grim Keeper or Doomsinger. Your choice grants you features at 3rd level and again at 7th, 11th and 15th level.
Veil of Shadows
Also, beginning at 3rd level, while your voidsent is active you may use your bonus action to act as a host for your void avatar. The Void Avatar becomes one with you, cloaking you in its dark magic. When you do so, you may spend a number of hit die up to your proficiency bonus and gain temporary hit points equal to the result.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Sixth Sense
Beginning at 6th level, you may cast the See Invisibility or Speak with Dead spell without expending a spell slot once per day.
Reaper Art: Reaping Rondo
Beginning at 9th level, as an action, you unleash a large sweeping attack imbued in necrotic energy. All creatures in a 10ft. centered on you make a Dexterity saving throw against your Reaper spell save DC, taking damage equal to your weapon damage + 1d12 necrotic on a failure, and half as much on a success.
If you are hosting your void avatar, this attack deals bonus necrotic damage equal to your wisdom modifier.
Reaper Art: Momento Mori
Beginning at 10th level, you when you hit a creature with a melee weapon attack, you can expend one Reaper spell slot to empower your swing, filling your target with dark energies. The creature must make a Charisma saving throw against your Reaper spell save DC. On a failure a creature takes 3d8 necrotic damage and becomes frightened. On a success, the creature takes half as much damage and does not become frightened. This damage increases by 1d8 for each spell above 1st.
A frightened creature has disadvantage on Ability Checks and Attack Rolls while the source of its fear is within Line of Sight and the creature can’t willingly move closer to the source of its fear.
Shadow Walk
Beginning at 13th level, while you are hosting the Void Avatar, as a bonus action you can become incorporeal until the end of your turn. You can move through other creatures and Objects as if they were Difficult Terrain.
You take 5 (1d10) force damage and are ejected to the nearest unoccupied space if you end your turn inside an object.
You may do so a number of times equal to your Wisdom ability modifier. Uses of this feature are recovered when you complete a long rest.
Void Gaze
Beginning at 14th level, when you are hosting the Void Avatar, you gain 30ft. of True Sight.
Dark Martyr
Beginning at 17th level, when you are reduced to 0 hit points and not outright killed, as a reaction, you may dismiss your void avatar to recover 4d8 + your Wisdom modifier hit points before falling prone. You may not summon your void avatar again until you complete a long rest.
Gate of Tartarus
Beginning at the 18th level, you may cast the Plane Shift spell without requiring the material components. You may not use the spell to banish an unwilling an unwilling creature. You may cast Plane Shift in this way once without experiencing detrimental effects, additional uses of the spell before completing a long rest cause a level of exhaustion to all creatures affected.
Vessel of Death
Starting at 20th level, you always have the benefit of hosting the void avatar.
subclass options:
Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
---|
1 | +2 | Dark Alliance | — | — | — | — | — |
2 | +2 | Fighting Style, Spellcasting | 2 | — | — | — | — |
3 | +2 | Reaper Archetype, Veil of Shadows | 3 | — | — | — | — |
4 | +2 | Ability Score Improvement | 3 | — | — | — | — |
5 | +3 | Extra Attack | 4 | 2 | — | — | — |
6 | +3 | Sixth Sense | 4 | 2 | — | — | — |
7 | +3 | Archetype Feature | 4 | 3 | — | — | — |
8 | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
9 | +4 | Reaper Art: Reaping Rondo | 4 | 3 | 2 | — | — |
10 | +4 | Reaper Art: Momento Mori | 4 | 3 | 2 | — | — |
11 | +4 | Archetype Feature | 4 | 3 | 3 | — | — |
12 | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
13 | +5 | Shadow Walk | 4 | 3 | 3 | 1 | — |
14 | +5 | Void Gaze | 4 | 3 | 3 | 1 | — |
15 | +5 | Archetype Feature | 4 | 3 | 3 | 2 | — |
16 | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
17 | +6 | Dark Martyr | 4 | 3 | 3 | 3 | 1 |
18 | +6 | Gate of Tartarus | 4 | 3 | 3 | 3 | 1 |
19 | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20 | +6 | Vessel of Death | 4 | 3 | 3 | 3 | 2 |