"soul reaper dnd 5e" By robblu (https://pastebin.com/u/robblu) URL: https://pastebin.com/L9gkZqVw Created on: Sunday 28th of August 2016 02:24:40 PM CDT Retrieved on: Saturday 31 of October 2020 03:27:45 AM UTC Soul Reaper[edit] For one mysterious reason or another, you have been chosen by Death. As a god would bestow powers to their chosen, or a demon bloodline might produce an heir worthy of it's hellish magicks, so to did Death imbue you with itself. These newfound powers come at a cost, however: the more you use the gifts that Death bestows, the less your humanity you retain... eventually becoming as Death. Quickbuild[edit] First, choose "Constitution" as your highest ability score, followed by "Strength" or "Dexterity". Your Constitution will be everything for this class: Spellcasting, Reanimation, and not to mention boosting your HP so you can live to fight longer. Death is supposed to be hard to kill. "Strength" will help you cut down your foes with Death's Scythe, while "Dexterity" will help shore up your defenses. Simple, right? If you want to, however, you can toss points into "Wisdom", to get the drop on enemies who might have otherwise gotten the drop on you. Backgrounds don't matter, although the recommendation here would be to go for something that boosts either your game-playing capabilities (Death, traditionally, has a weakness for games), an artisanal job you can make a living off of, or your musical abilities. Choose "Animal Handling", "Intimidation", and "Religion" for skills, then take "Dark clothes", "Scythe", and the "Explorer's Pack" for starting equipment. Creating a Soul Reaper[edit] b444160c8c70a04232e7f41a35b9589a.jpg Gustave Dore, "Death on a Pale Horse" Why did Death choose to bring you back? Did you show an aptitude for fair judgement, or do you lean more towards "wrathful vengeance"? If you remember your past, how do you think your family and/or friends will perceive you, now that you represent 1/4th of a classical Apocalypse? Or do you lean more towards the reapers of yore, who could be bargained with or challenged to a game, for the right to live again? Or, perhaps, was it YOU who bargained with Death, ultimately losing in such a way that Death acknowledged your prowess and will to live, by granting you a piece of itself so that you might live again, only to do it's work? Class Features As a Soul Reaper, Variant you gain the following class features. Hit Points Hit Dice: 1d10 per Soul Reaper, Variant level Hit Points at 1st Level: 10 + Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Soul Reaper, Variant level after 1st Proficiencies Armor: Light, Medium armor Weapons: Scythe, Sickle, Quarterstaff, Shortsword, Longsword, Greatsword Tools: Artisan's tools(choose one) OR a Musical Instrument (choose one), Games (any) Saving Throws: Strength and Constitution Skills: Choose 3 from Animal Handling, Arcana, Intimidation, Perception, Religion, and Survival. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) Leather armor (dark-colored) or (b) Fine clothes (dark-colored) (a) Scythe or (b) Two (2) Sickles (a) Short bow and twenty (20) arrows or (b) Five (5) javelins (a) Dungeoneer's pack or (b) Explorer's pack Table: The Soul Reaper, Variant Level Proficiency Bonus Features Soul Storage Max Spell Level 1st +2 Grim Harvest, Death's Scythe, Death's Cloak 0 0 2nd +2 On A Pale Horse, Spellcasting 0 2 3rd +2 Soul Collection, Upgrades: Death's Scythe, Death's Cloak 10 2 4th +2 Ability Score Improvement 15 3 5th +3 Ethereal Step, Death's Hourglass 20 3 6th +3 Soul Enhancement, Upgrades: Death's Scythe, Death's Cloak, On A Pale Horse 25 4 7th +3 Extra Attack 30 4 8th +3 Ability Score Improvement, Punish The Wicked 34 4 9th +4 Reanimation 37 5 10th +4 Upgrades: Death's Scythe, Death's Cloak, On A Pale Horse 40 5 11th +4 Second Chances 44 5 12th +4 Ability Score Improvement 47 5 13th +5 Death's Hourglass 50 6 14th +5 Funeral Bells 53 6 15th +5 Upgrades: Death's Scythe, Death's Cloak, On A Pale Horse, Soul Enhancement 55 6 16th +5 Ability Score Improvement 58 7 17th +6 Purgatorio 100 7 18th +6 Upgrade: "Extra Attack" 140 7 19th +6 Ability Score Improvement 170 8 20th +6 Entropic Division, Upgrades: Death's Scythe, Death's Cloak, On A Pale Horse, Soul Enhancement, Death's Hourglass Infinite 9 Grim Harvest[edit] You can eat the life essences of the recently deceased. The creature must have died in the past 5 minutes for the essence to be eaten. When you consume life essence, you are able to gain HP back just as if you had spent a Hit Die. If you are at max HP, you are able to gain temporary HP up to your Soul Reaper level. Clarifications: since Death comes to all, inevitably, this ability works on angels/angelic creatures as well as demons/demonic creatures. However, this ability does not work with "summoned undead"(things made by "Animate Dead", for example): they are creatures "imbued with the foul mimicry of life" and as such, does not have the true "life essence" necessary for this ability. Death’s Scythe[edit] At 1st Level, you are able to summon and dismiss a Death’s Scythe. You are proficient in it & it counts as "Two-Handed", "Heavy", "Reach" weapon, 5 lb. in weight. It's damage becomes "3d6 Slashing", and has an enhancement of +1. Death’s Scythe stays out for one hour before vanishing or if it leave your grip. May only be summoned a number of times equal to your proficiency before needing a Long Rest. If you're already using a scythe, the summoning empowers the scythe that you use. At 3rd Level: Death’s Scythe now scores a critical hit on a roll of 19 or 20. You get a extra attack At 5th Level: Death's Scythe count as magical for the purpose of overcoming resistance & immunity. Furthermore, as an action, you can expend 5 souls (using the “Soul Collection” ability) to imbued the weapon you hold with Death’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon. The weapon’s damage become 4d6 + your CON mod. This damage is either radiant or necrotic. This ability ends if you use it again, if you let go of the weapon, or if one minute passes. At 10th Level: Death’s Scythe now stays out for two hours before vanishing. Additionally, any attack made with the scythe does a bonus 3d8 necrotic or radiant damage (must be chosen prior to attack). At 15th Level: Death’s Scythe now scores a critical hit on a roll of 18-20. At 20th Level: You may summon and dismiss Death’s Scythe a number of times equal to your proficiency x 2 before needing a long rest. Death’s Cloak[edit] At 1st Level: As you realize your destiny, the Cloak will materialize as a regular dark gray frayed cloak draped around your person. It provides +1 AC and advantage on Stealth checks. It can be taken off, but cannot be lost or permanently destroyed for any reason. Should it go more than 30ft. from your person, it will appear back around your shoulders; if it manages to be destroyed, it will reappear within 24 hours around your shoulders. These qualities are permanent.Also grants darkvision in 60 feet At 3rd Level: Your Cloak now has a hood. If you are not wearing armor, your AC is equal to 11 + [CON mod]. You're constantly under the effect of dim light while wearing the Death Cloak.+6 to stealth and +1 to dexterity At 6th Level: The "gray, frayed cloak" is now several shades darker--but not quite black--and while the bottom half may still count as "frayed", the top half seems more well-kept. Whether you are wearing armor or not, your AC can’t be less than 14. Resistance to slashing, piercing, and bludgeoning. At 10th Level: Sleeves appear on the Cloak. Whether you are wearing armor or not, your AC can’t be less than 16. From now on whenever Death’s Cloak is worn, you are able to comfortably tolerate temperatures between (125) and (-25) degrees Fahrenheit. By now the cloak is greatly attuned to your soul. Your skin color has become paler, the memories of your past life are starting to get blurry & you will lose all of the proficiency of your race. At 15th Level: The Cloak now looks dark--but not totally black yet. It seems almost-new. No matter what you are wearing, your AC can’t be less than 18. Your cloak now provide resistance to all damage except psychic damage. At 20th Level: Regardless of what you are wearing, you will always appear to be wearing a black, hooded, simple robe that looks rather unusually pristine. Your AC can be no less than 20. Resistances to all damage except psychic damage. All melee attack against you reflect back to the attacker by a quarter, rounded down. On A Pale Horse[edit] At 2nd Level, you can summon a steed twice a day, for an hour (similar to the “Conjure Animal” and “Summon Steed” spells). The animal summoned will ALWAYS be a pale-white horse, and currently has the following stats: AC10, 13 HP (or 2d10+2), 40 ft. (speed), STR 16 DEX 10 CON 12 INT 2 WIS 11 CHA 7, Passive Perception 10. It can make an attack with its Hooves: considered “melee”, +2 to hit, 5ft. reach, one target. On a hit, the target takes 8 (2d4+3) bludgeoning damage. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, using this feature again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with it telepathically. At 6th Level: The summoned steed can now be out for two hours, twice a day. AC11, 18 HP (or 3d10+2), 60 ft. (speed), STR 16 DEX 12 CON 13 INT 2 WIS 12 CHA 7, Passive Perception 11. Ability: Confer Death’s Resistance: Can grant resistance to Radiant/Necrotic to anyone riding it. Attack: Hooves: considered “melee”, +6 to hit, 5ft. reach, one target. On a hit, the target takes 9 (2d4+4) bludgeoning damage. At 10th Level: The summoned steed can now be out for two hours, three times per day. AC12, 18 HP (or 3d10+2), 60 ft. (speed), STR 18 DEX 12 CON 14 INT 4 WIS 12 CHA 7, Passive Perception 11. Damage Resistance: Necrotic, Radiant. It understands Common, but can’t speak. Abilities: Confer Death’s Resistance: Can grant resistance to Radiant/Necrotic to anyone riding it. Attacks: Trample: If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action . Hooves: considered “melee”, +8 to hit, 5ft. reach, one target. On a hit, the target takes 10 (2d6+4) bludgeoning damage. At 15th Level: The summoned steed can now be out for four hours, three times per day. AC13, 26 HP (or 4d10+4), 60 ft. (speed), STR 18 DEX 15 CON 16 INT 6 WIS 13 CHA 15, Passive Perception 11. Damage Immunities: Necrotic, Radiant. It understands Celestial, Infernal, Common, but can’t speak. Abilities: Confer Death’s Resistance: Can grant resistance to Radiant/Necrotic to anyone riding it. Frightening Presence: Each creature of the horse's choice within 60 feet of it and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. A creature that succeed on this saving throw is immune to the Frightening Presence for 48 hrs. Attacks: Trample: If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action. Hooves: considered “melee”, +9 to hit, 5ft. reach, one target. On a hit, the target takes 12 (2d8+4) bludgeoning damage. At 20th Level: The summoned steed has the previous stats, as well as “Flying Speed: 45ft.” Spellcasting[edit] At 2nd Level, being a chosen of Death, you are brought to the full and total awareness of the entropic nature of the universe—unlocking the ability to manipulate reality as you need it. Spell Slots Per Level[edit] "LS" herein means "Level Slots" 2nd: (2) 1st LS, (2) 2nd LS 3rd: (3)1st LS, (3)2nd LS 4th: (4)1st LS, (3)2nd LS, (1)3rd LS 5th: (4)1st LS, (3)2nd LS, (2)3rd LS 6th: (4)1st LS, (3)2nd LS, (2)3rd LS, (2)4th LS 7th: (4)1st LS, (4)2nd LS, (2)3rd LS, (2)4th LS 8th: (4)1st LS, (4)2nd LS, (3)3rd LS, (2)4th LS 9th: (5)1st LS, (4)2nd LS, (3)3rd LS, (2)4th LS, (1)5th LS 10th: (5)1st LS, (4)2nd LS, (3)3rd LS, (3)4th LS, (1)5th LS 11th: (5)1st LS, (4)2nd LS, (3)3rd LS, (3)4th LS, (2)5th LS 12th: (5)1st LS, (4)2nd LS, (4)3rd LS, (3)4th LS, (3)5th LS 13th: (5)1st LS, (4)2nd LS, (4)3rd LS, (3)4th LS, (3)5th LS, (1)6th LS 14th: (6)1st LS, (4)2nd LS, (4)3rd LS, (3)4th LS, (3)5th LS, (1)6th LS 15th: (6)1st LS, (4)2nd LS, (4)3rd LS, (4)4th LS, (3)5th LS, (2)6th LS 16th: (6)1st LS, (4)2nd LS, (4)3rd LS, (4)4th LS, (3)5th LS, (2)6th LS, (1)7th LS 17th: (6)1st LS, (4)2nd LS, (4)3rd LS, (4)4th LS, (3)5th LS, (3)6th LS, (1)7th LS 18th: (6)1st LS, (4)2nd LS, (4)3rd LS, (4)4th LS, (3)5th LS, (3)6th LS, (3)7th LS 19th: (6)1st LS, (4)2nd LS, (4)3rd LS, (4)4th LS, (3)5th LS, (3)6th LS, (3)7th LS, (1)8th LS 20th: (6)1st LS, (4)2nd LS, (4)3rd LS, (4)4th LS, (3)5th LS, (3)6th LS, (3)7th LS, (2)8th LS, (1)9th LS Spellcasting Ability[edit] Starting at 2nd Level, you know a number of cantrips equal to your proficiency bonus plus your half your Constitution modifier rounded down, as well as the starting number of spells. These and further spells are chosen from the Spell List, below. You may only know as many Spells as your constitution modifier + proficiency + your level, per spell slot level.. Constitution is your Spellcasting Ability for casting Soul Reaper spells. Spell Attack Modifier: Your Proficiency Bonus + Your Constitution Modifier Spell Save DC: 8 + Your Proficiency Bonus + Your Constitution Modifier During a short rest you may convert a number of souls into spell slots at a rate of [2 plus the Spell Level]; a Long Rest will refill these slots as normal. Spell List[edit] Death gives you only what you need to get the job done, and does not bestow any further. Once any spells are chosen, they are permanent (save for a "Wish" spell or DM intervention) until the end of any Major Campaign, or every eight (8) levels, whichever comes first. During this time, your spell list (except Cantrips) resets and you may choose other spells from this Spell List to replace what you have. Cantrips: Blade Ward, Chill Touch, Guidance, Light, Mage Hand, Message, Minor Illusion, Prestidigitation, Resistance, Spare the Dying, Thaumaturgy, True Strike 1st: Absorb Elements, Alarm, Armor of Agathys, Arms of Hadar, Bane, Bless, Color Spray, Command, Compelled Duel, Comprehend Languages, Detect Evil and Good, Detect Poison or Disease, Disguise Self, Dissonant Whispers, Expeditious Retreat, False Life, Feather Fall, Fog Cloud, Hellish Rebuke, Heroism, Hex, Hunter’s Mark, Identify, Illusory Script, Inflict Wounds, Protection from Evil and Good, Shield, Silent Image, Sleep, Unseen Servant 2nd: Aid, Alter Self, Arcane Lock, Blindness/Deafness, Blur, Calm Emotions, Crown of Madness, Darkness, Darkvision, Enhance Ability, Enlarge/Reduce, Gentle Repose, Invisibility, Knock, Lesser Restoration, Levitate, Locate Object, Mirror Image, Misty Step, Moonbeam, Nystul’s Magic Aura, Pass Without Trace, Phantasmal Force, Protection from Poison, Ray of Enfeeblement, See Invisibility, Shatter, Silence, Spider Climb, Warding Bond, Warding Wind, Zone of Truth 3rd: Animate Dead, Aura of Vitality, Bestow Curse, Clairvoyance, Counterspell, Daylight, Dispel Magic, Erupting Earth, Fear, Feign Death, Fly, Gaseous Form, Haste, Hunger of Hadar, Leomund’s Tiny Hut, Magic Circle, Major Image, Meld Into Stone, Nondetection, Protection from Energy, Remove Curse, Revivify, Slow, Speak With Dead, Vampiric Touch, Water Breathing, Water Walk, Wind Wall 4th: Aura of Purity, Banishment, Blight, Confusion, Death Ward, Dimension Door, Elemental Bane, Evard’s Black Tentacles, Freedom of Movement, Greater Invisibility, Hallucinatory Terrain, Leomund’s Secret Chest, Mortenkind’s Faithful Watchdog, Mortenkind’s Private Sanctum, O’s Resilient Sphere, Phantasmal Killer, Wall of Fire 5th: Animate Objects, Antilife Shell, Bigby’s Hand, Circle of Power, Contact Other Plane, Contagion, Control Winds, Destructive Wave, Dispel Evil and Good, Dream, Greater Restoration, Hallow, Insect Plague, Mislead, Passwall, Raise Dead, Seeming, Telekinesis, Wall of Force, Wall of Stone 6th: Blade Barrier, Bones of the Earth, Circle of Death, Contingency, Eyebite, Find the Path, Flesh to Stone, Forbiddance, Globe of Invulnerability, Guards and Wards, Harm, Magic Jar, Mass Suggestion, Move Earth, Otto’s Irresistible Dance, Primordial Ward, Programmed Illusion, True Seeing, Wall of Ice, Wind Walk 7th: Etherealness, Finger of Death, Forcecage, Mirage Arcane, Project Image, Regenerate, Resurrection, Sequester, Teleport 8th: Abi Dalzim's Horrid Wilting, Antimagic Field, Glibness, Holy Aura, Maze, Mind Blank, Power Word: Stun, Telepathy 9th: Foresight, Gate, Imprisonment, Time Stop, True Resurrection Soul Collection[edit] At 3rd level, you can now store life essences of the departed inside of you. The body must have died within the past 5 minutes in order to gather the essence. These can only be taken from creatures (see feature "Grim Harvest" for more details) with a level equal to at least half of your current level. Ethereal Step[edit] At 5th Level, your attunement to Death leaves your soul split between the spiritual and the mortal. When you activate this ability, you are able to traverse the spirit realm up to a total of 30 feet, or one turn (as a bonus action), or about one minute. You are unable to make contact with anything in the physical world while in the spirit realm, just as nothing in the physical world is able to make contact with you while you are in the spirit realm. . You are also able to end the ability early as a free action. This ability can only be used once before needing a short rest. Death’s Hourglass[edit] When activated in darkness or at night, your eyes glow a faint blue color. For 5 minutes, you can: faintly sense the life essences of creatures within 50 feet of you in any direction, directly observe essence in front or around you, and see the glow of those essences through walls (albeit blurred and fuzzy). You may only use this feature once before needing a short rest. Souls viewed this way are shown as follows: “Brightness” determines health (e.g. “bright” souls are in full health; “dim” souls are soon to die), and “shade” determines age (e.g. “red” tones bespeak the vitality of youth vs. the “violet” tones of old age). At 13th Level: You are now able to enrich the essences you see—or to make them wane—if you so choose. Choose a target: roll 3d6 for a target to either regain that much HP, or take that much necrotic or radiant damage (damage type must be decided before rolling). The range for this ability will always be “Touch”, and cannot be altered in any way. At 20th Level: The ability of knowing when a target will be snuffed is totally within your control. To prolong their life, choose a target: heal their HP to max. If the creature is charmed, frightened, paralyzed, poisoned, or stunned, the condition ends. To snuff them out, choose a target: if that target has 100 HP or less, it dies immediately. The range for both will always be “Touch”, and this cannot be altered in any way. For more information, see the "Grim Harvest" feature for what constitutes a "living creature". Soul Enhancement[edit] You can use the life essence that you have collected to enhance either yourself or those around you. You manipulate 1 essence that you have stored to either: give a target hit points as if they rolled one of their own hit dice, add your proficiency bonus to a target's next attack, or add 1d6 to a target's next damage roll. At 15th Level: You have the previous options, as well as three new options. You can use 2 essences of life that you have stored to either: give +1 AC to any target until the end of the encounter (as a reaction), give advantage to any skill check or saving throw to any target during combat (as a reaction), or double any target's speed until the end of an encounter. At 20th Level: You have the previous options, as well as three final options: Spending a minimum of 10 essence, you can blast a concentration of spiritual energy at your opponent. Doing this uses up both your Main Action and your Bonus Action. Damage type is necrotic, radiant, or bludgeoning; the player must choose before damage is rolled. Roll the attack with your spell attack bonus. The range is equal to your speed times two. Damage is equal to [half the number of essence used, rounded down]d6 (e.g. if you spend 10 essence, you roll 5d6; if you spend 15 essence, you roll 7d6, etc.). If the attack misses, you are able to get half of the spent life essence back. If the attack hits, all essence used is spent. You can spend 10 life essence to touch a living target, and remove any and all status effects, or spend 30 life essence to do the same thing but with a radius of 50 feet. These options are able to revive any creature back to 1 HP, but only if it died within 5 minutes of the use of these features. Note: the second feature is indiscriminate (re: spending 30 life essence to heal a radius of 50 ft.) and will revivify enemies if they are present, as well. Extra Attack[edit] You can make one extra attack per turn. At 7th Level: You are now able to make a total of two attacks per turn. At 18th Level: You are now able to make a total of three attacks per turn. Punish The Wicked[edit] If an enemy has life essence, you are able to "burn" it from a distance of max 100 feet, doing 3d8 irreducible psychic damage. You make the attack roll with your spell attack modifier. If the attack kills the target, the life essence of the target is no longer able to be consumed or collected. You may use this ability once before needing a short rest. Damage increases by 1d8 for every four levels (e.g. 12th Level does 4d8 damage, 16th Level does 5d8 damage, etc.) Reanimation[edit] You can now convert the stored essence of life that you have inside of you to reanimate a corpse. In order to animate the chosen corpse, however, you must have collected its essence from its body. You may then add in any number of life essence that you have collected. The initial HP of the corpse is 20 + your CON modifier, and for each life essence added after the first, add 5 HP—however, you may only add as much essence as half your Soul Reaper level (rounded down). All its skills and abilities are the same as when it was alive; however, only you are in control of its actions. The animated corpse lasts for 1 hour or until you dismiss it, after which the essence within it decays into nothingness; you may only reanimate 1 corpse this way. Max Corpses you are able to generate: 12th Level = 2 corpses, 15th Level = 3 corpses, 18th Level = 4 corpses, 20th Level = 5 corpses. Second Chances[edit] You have learned enough about the cycle of life and how it works to be able to alter its progress in slight ways. You are now able to instantly stabilize anyone who needs to make death saves by touching them for 1 minute. During this time, the target is not able to make death saves. Also, once a week, if a creature has died within the past 5 minutes, you are able to reach into them and re-spark their flame of life by spending 5 essence to revive them with 1 hit point. Funeral Bells[edit] No attack roll has advantage against you while you aren’t incapacitated (including traps, if this wasn’t already known). Whenever an attack is attempted, you hear what seems to be a deep-toned church bell. Purgatorio[edit] You are able to summon a piece of Death’s domicile for the next twenty-four (24) hours. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature(s) you designate when you use this feature can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 spectral servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this feature dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance. You may only use this feature once every two days (or 48 hours). Entropic Division[edit] Once per week, you may double the amount of souls you currently have in your collection. Multiclassing[edit] Prerequisites. To qualify for multiclassing into the soul reaper class, you must meet these prerequisites: 13 Str and 13 Con. You must also have died at least once. But once you change to soul reaper you can't change back to or any other class. Proficiencies. When you multiclass into the soul reaper class, you gain the following proficiencies: scythe or sickle; light armor