Base Class: Barbarian
Note from author: I made this based on a subclass of the same name from the DA series. I tried to balance those features/abilities for DnD's mechanics. I like the idea of a barbarian becoming more powerful the closer to death they come, that their bloodlust can overwhelm them, and the implications of such mechanics on character build (such as going lower on Con, and therefore lower AC, so features can activate more easily). Though I used official subclasses as a guide, I'm sure there are parts of this which are broken, overpowered, or simply wouldn't work so please let me know how this can be improved and better balanced! I hope you enjoy this subclass!
"To drink the blood of a dragon is to be changed at your very core. Some could see it and knew I was more than I had been. Some could not and had no warning. I am better, stronger, above… I see where my blade must go. I see through you.” - Unknown Reaver
“You want to become a Reaver? You must be incredibly strong… or incredibly mad… either way the mixture is not a simple one to make. A waterskin full of draconic blood is required in addition to twenty clusters of Rashvine Nettle, fifteen Dragonthorn leaves, twelve Blood Lotus stalks, an entire Dawn Lotus and an entire Amrita Vein. If you can find all that I suppose I can mix the Reaver cocktail for you. But if you go mad, or madder than you already are, don’t come crying to me you damn fool!” - A Reluctant Alchemist Sending Off A Would-be Reaver
The Path of a Reaver is dark and forbidden for good reason. To become a Reaver one must drink a cocktail of dragon’s blood mixed with various herbs, most of which are poisonous in the wrong dosages. This changes the Reaver immensely. The power of such a creature transforms the Reaver’s body and spirit. Some, most in fact, go mad or die from this transformation which is why it is a forbidden and stigmatized path. But the few who are strong enough, those who survive... they will become more than they once were - they become Reavers.
Reavers turn the chaos and pain of the battlefield to their advantage. A Reaver’s wounds and pain fuels their terrifying offense making them more powerful the closer to death they come. As blood, not magic or skill, fuels a Reaver’s power they are linked to death in a way most beings can’t understand. This lends itself to people fearing a Reaver off the battlefield almost as much as they fear facing one on the field of battle.
Gifts of Dragon Blood
As a side effect from consuming the dragon blood cocktail to become a Reaver you have acquired some of the knowledge and traits once held by the dragon whose blood you used.
When you choose this path at 3rd level you learn how to speak, read and write Draconic. You also don’t suffer the drawbacks of old age though you do continue to “age” and will eventually die of old age. This also means you can’t be magically aged.
Many Reavers manifest draconic aspects such as dragon eyes or the growth of scales around their body. What ever draconic aspect manifests, it always reflects the dragon whose blood was used to create the Reaver metamorphosis cocktail. None of these aspects ever amount to a change in the Reaver's abilities however. (If you had normal sight before, you still have it; if you had dark vision before, you still have it; etc.)
Power of Blood
The dragon blood you took to become a Reaver now courses through your veins and has changed your body. Where others get weaker as they suffer more damage and pain, you become stronger. While raging all of your melee attacks do an additional 1d4 necrotic damage. This damage increases to a 1d6 at 6th level, 1d8 at 10th level, 1d10 at 14th level.
If your health drops below half of what it was at the beginning of combat rounded up, then add your barbarian level in necrotic damage to each attack while raging.
Power is Pain
Though you survived the changes caused by the dragon blood, your body and mind still suffer its effects. When you choose this path at 3rd level, the dragon blood in you makes your rage dangerous to yourself as well as others. While raging you take 1d4 psychic damage at the end of each turn from the dragon blood coursing through your veins. The damage increases to a 1d6 at 6th level, a 1d8 at 10th level, and a 1d10 at 14th level. This damage treats immunities as resistances.
Bloody Presence
As the dragon blood further infuses into the Reaver’s being they become unsettling to those around them. When a Reaver becomes enraged that unsettled feeling can turn into outright terror.
You gain advantage on all intimidation checks.
While raging, if you land a critical hit then the target must make a Wisdom saving throw (DC 8 + proficiency bonus + STR modifier). If the target fails they become frightened of you until the end of your next turn. If they succeed then they can not be frightened by this feature for the remainder of the encounter.
Devour
Blood is life, and Reavers revel in blood. When a Reaver tears into an enemy, they can manifest their draconic power in order to devour some of the enemy’s life force through the spilled blood and heal themselves.
As an attack action, make an unarmed attack roll. A spectral dragon’s claw forms around your hand and deals 1d12 plus your strength modifier necrotic damage on hit. You regain hit points equal to half the amount of damage dealt rounded down.
If this attack kills the target, then you also absorb some of the life force that leaves the body immediately after. On kill with this ability, heal for an additional 2d6.
This feature may be used three times per short rest.
Fury of Dragon's Blood
You embrace the fury and rage within your dragon-infused blood, attacking harder and faster, ripping into friend and foe alike while your own wounds deepen to satisfy your bloody rage.
While raging, you can launch a furious series of attacks.
During the series, your bonus action is used to make an additional melee attack.
Each attack in the series deals an extra 4d6 necrotic damage.
Your bloodlust compels you to make melee weapon attacks against any creature, friend or foe, within range. If no creatures are within melee attack range you must use your movement to pursue the nearest creature. If multiple creatures are within range, or multiple creatures are equal distances away from you, you may choose who to focus your fury onto.
If you miss a target, are knocked unconscious, or are unable to attack a creature on your turn, the furious series of attacks ends. When the series of attacks ends, the Reaver takes half of all the necrotic damage they dealt during the series including necrotic damage from other features, spells, and effects such as the necrotic damage from Power of Blood. This damage can kill the Reaver and ignores any immunity or resistance the Reaver may possess. If the Reaver is not killed or knocked unconscious from the after effects of using this feature, then that take 3 levels of exhaustion.
This feature can be used once per long rest.
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