Base Class: Fighter
“Honor”, “Justice”, and “Faith” are just facades used by those that feel the need to justify their actions in battle; at the end of the day however, those that have won will have done whatever it took to do so while those that fell would sacrifice it all to make them pay for every inch. Reavers are the embodiment of such savage and bloody actions that occur on the field of battle, only they have the sense of mind not to dress it up as anything else. Strength or numbers mean nothing to those that carve the bloodied path Reavers walk, they all just feed their desire for victory, even at the cost of their own life. Fools who think accepting a Reavers' challenge will give them an advantage will soon realize the error of their way, it’ll be too late by then however. Just as the tides of combat surge and dwindle, Reavers do as well; the more lives they can take, the easier it is to break the enemy, the more they are pressed, the harder they push back. Many would see Reavers as near feral combatants with no regard for themselves or others and fear them because of it; while they are no stranger to pain, it is far from true. As death’s grip reaches for the Reaver they revel in denying them at every step of the way using whatever means necessary.
That'll Cost You
- Milestones for activation of these abilities are based on how much of your true health pool is left. Temporary hit points do not affect this
- At 100% you gain no increase to damage dealt on attacks and no temporary hit-points
- At 75% health remaining (rounded up), you can deal half your Con modifier (rounded up) as extra damage to each attack, gain an equal amount of temporary hit-points as well at the start of your turns; these hit-points disappear at the start of your next turn.
- At 50% health remaining (rounded up), you can deal your Con modifier as extra damage to each attack, gain an equal amount of temporary hit-points as well at the start of your turns; these hit-points disappear at the start of your next turn.
- (Unlocked at Lvl 7) At 25% health remaining (rounded up) you can deal your Con modifier + 2 as extra damage to each attack, gain an equal amount of temporary hit-points as well at the start of your turns; these hit-points disappear at the start of your next turn.
See Where They Fall
After killing an enemy within melee range, enemies within 30ft of you must make a Wisdom DC saving throw (8+ [Your Con Mod] +Proficiency) on a save there is no effect, on a failure they cannot move closer to you and attacks made by these enemies are at disadvantage (should they be targeting you).
Know Your Place
As your action, issue a challenge to a single enemy within melee range; that enemy must make a Wisdom DC saving throw (8 + [Your Con Mod] +Proficiency). On a save the enemy can disregard your issued challenge, on a failure they must make an attack against you. You have resistance to the damage received from this attack and may add that amount to the attacks made on your next turn (against this enemy). The enemy can make another Wis saving throw at the start of their next turn to try and remove themselves from the challenge. Can be used a number of times equal to your proficiency; will recharge on short rests. Should you issue another challenge while one is already active, the older challenge is then dropped; attacking another enemy while this is active also cancels the challenge. By 13th lvl you have the option to leave yourself open for this attack; doing so grants the enemy advantage and you are not resistant to the incoming damage.
Feral Will
Upon landing the killing blow on an enemy within melee range; you may take the total rolled damage you dealt to that creature this round and heal that many hit points. This can be done a number of times equal to your Con modifier; it will recharge on short rests.
Bloodied Resolve
Fighter lvl + Con modifier; total equals a Damage Threshold that must be exceeded before damage is taken. This can only become active when you are at or below 25% health (rounded up).
Comments