Base Class: Barbarian
Reavers are distant cousins to the Berserker barbarians, but undergo as ritual involving dragons blood to supplement this fury. This ritual puts a leash on their madness, and lets them control sections of the battlefield, dealing damage to those around just by getting angry.
Starting at level 3, Reavers take their anger and bind it to the battlefield, marking a zone out around them. Enemies within this area take force damage just for being there.
At later levels, a Reaver can bind this energy to their weapon, and use it to pull the life out of a target they strike at melee range. They strike more critically (starting from 10) while enraged, and can reduce the movement of anyone nearby should one of these critical hits kill someone.
A Reaver in the heat of battle controls the field, and makes it their home. You had better knock before entering...
(All feedback/balance concerns are welcome. This is my 1st attempt at creating a subclass, and have (obviously) taken heavy inspiration from the dragon age class of the same name.)
Ring of Pain
Starting when you choose this path at 3rd level, your rage claims not only you, but a section of the battlefield. This area is a 10 radius around you, and extends upwards to 15 feet in a cylindrical shape. Enemies that start their turn inside this area, or enter it on their turn take 1d4 force damage. You cannot leave this this area willingly while raging, and being forced out of this area will end your rage.
This damage increases to 1d6, 1d8 and 1d10 at levels 5, 11, and 17 respectively.
Devour
From level 6 onward, while enraged, you can make a sinister, life-stealing attack on an opponent. Make a melee attack attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage rather than the weapons' normal damage, and you regain hit points equal to half the amount of necrotic damage dealt.
You cannot use this more than once per combat.
This damage increases to 4d6 at level 11, and again to 5d6 at level 17.
Dragon-Rage
Beginning at 10th level, you fight masterfully, even as you mindlessly lose yourself to your rage. You can critically strike on an attack froll of 19 or 20. When you kill a creature with a critical hit, other creatures inside your ring of pain that can see or hear you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or have their speed reduced to 0ft until the end of your next turn.
If a creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Rampage
Starting at 14th level, a Reaver becomes a master of themselves. Once per long rest, you can pick one of the following options, which alters how your previous features behave. You cannot benefit from more than 1 option at a time.
Consume
You now heal for all damage dealt by devour.
Painbringer
Your ring of pain has it's radius reduced by 5 feet, but moves wherever you chose to. You can still be forcefully moved out of ring of pain if pushed/pulled or thrown outside of it's radius by another creature.
Ravage
You can now critically strike on an attack roll of 18, 19 or 20, but take half of the damage from dice rolls made while calculating your critical hit damage.
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Posted Jul 1, 2023As a Dragon Age fan, I know exactly where you got this from, and I absolutely approve! This def feels like a missed opportunity for an official subclass. Same with Blood Mages.