Page 7 - Homebrew D&D 5e Characters
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Reaper's Contract Reaper of Mettle
Reapers of Mettle choose to protect the helpless and the
Becoming a deathseer involves signing a contract with a deity
weak who are unable to protect themselves, if their time has
whose motivations lie in guiding their reapers to maintain the
not yet come. Typically, they are assigned marks who pose a
balance between life and death; binding the deathseer to
great threat to the innocent, and they accomplish their culling
carr y out their obligations. This contract, signed when the
by strengthening their defenses in their quest of keeping the
deathseer reaches the 3rd level, is the culmination of all the
balance.
deathseer's training and study. Some characters with this
Reaper's Boon (Mettle)
class don't consider themselves actual deathseers until they
are able to enter into ser vitude by signing this contract. For
Upon gaining 2nd level, you can use your reaction to give a
others, the actual signing is but decorum, a binding
number of your current temporar y hit points to a creature
agreement detailing what they have always known to be true.
you can see within 30 feet that has been hit with an attack.
The creature gains the temporar y hit points before the
damage is dealt. The amount of temporar y hit points given
cannot be more than half of the target's total hit points.
You can use this feature a number of times equal to your
Charisma modifier (a minimum of once). You regain
expended uses when you finish a long rest.
Reaper's Mark (Mettle)
When you take this contract at 2nd level, you gain the Writ of
Convalescence Reaper's Mark ability.
Wr i t o f C o nv a l e s c e n c e . As a bonus action, you can utter a
writ of convalescence against a creature you can see within
60 feet of you, requesting your deity to place a Reaper's Mark
upon it for 1 minute. While the mark is active, ever y time the
target takes damage from yourself or one of your allies, the
damage dealer is healed by an amount equal to your
Charisma modifier (a minimum of one). If a target under this
effect dies, it can't become undead.
Additionally, while the Reaper's Mark is active, your deity
bolsters you by granting +3 to your AC for the duration. You
do not gain this bonus if you have a shield equipped.
Once you use this feature, you must finish a short or long
rest before you can use it again.
Shroud of Stability
Starting at 7th level, you are continually cloaked in dark
swirling shadows, caused by the energies of the dead that are
drawn to you, granting you a +1 bonus to your AC. You do not
gain this bonus to AC if you have a shield equipped.
As an action, you may extend the radius of your Shroud of
Stability to 30 feet centered on you, to grant its bonus to your
allies until the start of your next turn.
One Foot in the Grave
Starting at 15th level, when an ally you can see within 60 feet
is reduced to 0 hit points but is not killed outright, you can
choose to have them drop to 1 hit point instead.
Once you use this ability, you can't use it again until you
finish a long rest.
Improved Shroud of Stability
At 18th level, the shadows about you has grown exceptionally
thick, and the AC bonus they grant to you increases to +2. You
do not gain this bonus to AC if you have a shield equipped.
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