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Reaper Rogue

In the realm of magic and mystery, there is a class of Rogues known as the Reaper. These Rogues were feared by creatures of all kinds for their deadly precision and their mastery of firearms and scythe weapons.


Reaper Rogues were known for their ability to perform Insight Checks, which allowed them to peer into the essence of their opponents and weaken their lifeforce. This caused their enemies to age rapidly, and in some cases, to drop dead on the spot.


The Reaper Rogues were a small and elite group of warriors who had honed their skills over many years of training and battle. They were master marksmen with firearms and expert wielders of the scythe, and their skills in these weapons were the stuff of legend.


However, it was their mastery of Insight Checks that set the Reaper Rogues apart from other warriors. This was a powerful and dangerous ability, and one that was highly coveted by many creatures of the realm. But it was also a double-edged sword, as the power of Insight Checks required the Reaper Rogues to maintain a strict code of ethics, as they could not use their power to harm the innocent.


Despite the dangers and challenges they faced, the Reaper Rogues continued to serve the realm, using their skills to protect the innocent and strike fear into the hearts of their enemies. They were highly respected and admired by many, and their reputation as some of the most fearsome warriors in the land was well-deserved.


The Reaper Rogues were a proud and noble order of warriors, and their unwavering dedication to their art and their duty was an inspiration to all. They were the ultimate symbol of power and fear, and their mastery of firearms and the scythe would forever be remembered as the hallmark of the Reaper Rogue class.

Reaper Rogue Features

Level 1

Deadly Marksmen

At 1st level, You are Undead granting you resistance to Necrotic & Dark damage and vulnerability to Radiant & Ethereal damage. In addition, You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet as if it were bright light.


You can use a Scythe or Pistol as a Finesse weapon adding additional damage die with these weapons. You can dual wield pistols and ignoring the reloading property. You can use Intimidation skill checks from 30 feet away.


Scythe: On a successful Intimidation skill check, you can teleport to an unoccupied space within 5 feet of your target before attacking them with your Scythe with advantage dealing an additional damage equal to 5 + your Reaper level.


Pistol: When you succeed on an Insight skill check, you can attack the creature as part of the skill check dealing an additional damage equal to 2 + your reaper level.


When you cast a spell, you can make an Insight, or Intimidation skill check (once per round).


The feature’s damage increases by 5 and 2 when you reach 6th level (10 & 4), 10th level (15 & 6), 14th level (20 & 6), and 18th level (25 & 8).

Level 3

Taste of Blood

At 3rd level, you heal for half of the damage dealt with a Scythe, and 25% (rounded down) of the damage dealt with a pistol.


In addition, when you kill a creature you gain Resistance to all damage until the start of your next turn.

Level 7

Mortal Reminder

At 7th level, When you attack a creature with a feared or frightened condition, deal additional Dark damage equal to your Rogue level.


You also get fear penetration, any creature that is normally immune to the feared or frightened condition will instead gain advantage on saving throws to resist or end the condition against your feared or frightened effects.

Level 11

On A Roll

At 11th level, you gain expertise in Intimidation & Insight skills. You can make an Intimidation or Insight skill check as a bonus action.


You gain +1 to attack rolls for every 3 successful Insight or Intimidation skill check for the remainder of the encounter.

Level 15

Cull the Weak

At level 15, you deal double damage against creatures with less than half of their hit points remaining. Killing a creature grants you an additional attack.

Standard Gear

Optional Starting Equipment

Standard Starting Class Equipment

2 health potions.

A backpack with 10 rations, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, roper and a waterskin.


1 Uncommon Item.

Choose 1 armor and 1 accessory that your class is proficient in.

Choose 2 weapons your class is proficient in.

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