Barbarian
Base Class: Barbarian

“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, they had no warning. I am better, stronger, above I see where my blade must go. I see through you.”

- Unknown Reaver

 

Barbarians beholden to the Path of the Reaver, known as Reavers or Dragon Knights are bound to a dark, forbidden, path. Frowned upon in human society as madmen or heretics Reavers worship dragons as the pinnacle of physical power. Indeed all Reavers must undergo a trial where they drink the ritual-prepared blood of a dragon or wyvern. This change the reaver immensely, the power in the life of such a creature transforming them at their core. Some, most in fact, go mad or die from this transformation. But those who are strong enough, those who survive, will become more than they once were - they will become reavers.

 

Reavers turn the chaos and pain of the battlefield to their advantage, a reaver gets even more powerful when they’re wounded as the pain they feel fuels their terrifying offense. Due to the dragon blood coursing through their veins reaver have a physical control that is beyond mortal means. As blood, not fire, is the fuel for a reavers power they are linked to death in a way normal beings can’t understand. The closer they are to their own demise - the more powerful they get.

 

Blood Frenzy

Starting when you choose this path at 3rd level,  your body and mind is forever changed due to the draconic blood coursing through your veins. When you are below half your health and raging you can add 1d6 necrotic damage to your melee weapon attacks. This damage is increased to 1d8 at 6th level, 1d10 at 10th level and 1d12 at 14th level.

Dragon Rage

Power has a price and greater power has a greater price. You survived the transformation but your body still suffer from it’s effects. When you choose this path at 3rd level, you gain resistance to fire, cold, acid, lighting and poison damage while raging. However, the force of your rage is harmful to you as well, when you rage you take 1d4 psychic damage at the end of each of your turns, this damage increases to 1d6 at 6th level, 1d8 at 10th level and 1d10 at 14th level. This damage ignores immunities, but not resistance.

Terrifying Fury

Showing weakness is the worst thing an enemy can do, at 6th level when you critically hit an opponent, you double your strength modifier for the damage roll. If the opponent survives, they must make a Wisdom saving throw (DC 8 + proficiency bonus + your Strength Modifier). If they fail, they become frightened of you until the end of their next round.

 

You can also add your strength modifier, as well as your charisma modifier, to your intimidation checks.

Devour

At 10th level you can rip into your target and devour a piece of their life force. As an action, you can make a melee attack roll to rip through your target, your hand transforming into a massive spectral draconic claw dealing 2d6 necrotic damage, plus your strength modifier, healing yourself for the damage dealt. If you kill your opponent with this attack you devour their entire life essence, healing yourself for an additional 2d6. You can use this feature a number of times equal to your proficiency bonus per long rest.

Painbringer

Life is pain and pain is power, you know this better than most. When you reach 14th level the pain you suffered has granted you its reward. When you are raging, below half your health and take the attack action, you can use your bonus action to make another attack action. 

In addition the draconic blood in your veins make you immune to the drawbacks of old age (you do however still age naturally), and you can’t be aged magically.

Previous Versions

Name Date Modified Views Adds Version Actions
10/30/2022 3:34:32 PM
0
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes