Barbarian
Base Class: Barbarian

For the primal warrior who exalts in death, there is the Path of the Reaver. as a reaver, you gain power and adrenaline from causing your foes to fall. You thirst for death, even becoming stronger as you near it yourself.

Adrenaline

Beginning when you choose this path at 3rd level, your attacks have the potential to be absolutely devastating when you smell blood. While raging, you gain adrenaline when you bring an enemy to 0 hit points, score a critical hit against an enemy, or have a critical hit scored against you. Once you have adrenaline, you cannot gain it again until you have expended it. In other words, you cannot accumulate stacks of adrenaline. When your rage ends, you lose adrenaline.

While raging, you may expend your adrenaline as a part of a melee attack roll using Strength. If you hit, you may reroll each damage die which shows its maximum possible result and add the new roll to the original total. You may continue to reroll such dice until each die shows less than its maximum result, appending to the total each time.

Devour

Starting at 6th level, you can use your adrenaline as a part of an attack to regain hit points equal to the damage you deal. You may use this ability 3 times, after which you must finish a short or long rest to regain these uses.

Bloody Appetite

Beginning at 10th level, if you have adrenaline when your rage ends, you regain one expended use of Devour. In addition, you may use Devour without regard to your uses remaining as long as your current hit points are less than one quarter of your maximum.

Bloody Appetite

Beginning at 10th level, if you have adrenaline when your rage ends, you regain one expended use of Devour. In addition, you may use Devour without regard to your uses remaining as long as your current hit points are less than one quarter of your maximum.

Terrifying Assault

At 14th level, your attacks have the potential to be devastating and bloody, causing your victims to fear you. When you score a critical hit while raging, you can expend adrenaline. The target of your assault becomes afraid of you if they fail a Wisdom save against the DC below. This fear lasts until your next turn.

                Fear save Dc = 8 + your proficiency bonus + your strength modifier

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