Base Class: Barbarian
The orcs of the Norimush clan have blurred the lines between the living and the dead. They act as shepherds that test the will of the living and find joy in revealing another’s fate through combat. A bog reaver doesn’t fear death for they are its servants eschewing the call of the dark god for those that have stayed beyond their time.
You were trained in reading for signs of life and death, learning the path you must take based on the portents the dark god sends you. You act without fear and know your place is secure in the halls of the dead as a cherished warrior.
Reaver's Blade
At 3rd level you form your favored weapon. Upon the blade and heft or hilt you decorate with tokens and keepsakes of past loved ones or powerful enemies. Your blade is bent and pitted from years of killing but it is unbreakable, infused with a dark will. However its severe edge is extremely vicious and few survive being cut by you. You choose a Heavy weapon and it becomes a [Tooltip Not Found] weapon, when you score a critical hit you deal an extra 7 damage of the weapon type. Your Reaver’s Blade is well balanced and quicker than normal two handed weapons, allowing you to catch your foes off balance; you critically hit on a 19 or 20 and the blade is caked with blood and remnants of past foes which results in a toxic caustic patina. On a hit a target must make a Constitution saving throw DC = 8 + Proficiency modifier + Constitution modifier or become poisoned. The victim makes a save at the end of every turn to overcome the ill effects.
Favored Reaver's Weapon
The will of the dark god allows you to bond with your favored weapon. It becomes unbreakable and obtains the Vicious property as well as becoming extremely well balanced. You score a critical hit now on a 19 or 20.
Death's Call
At 3rd level every morning before dawn you roll the bones and spill your own blood to gain answers from the nether world. You may expend a number of Hit die to receive portents for the day. You may expend up to 2 Hit Dice normally used during a short rest to regenerate hit points and do not gain those sacrificed Hit Die back until you take a long rest. You then make d20 rolls that you can use to replace any Attack roll, Ability Check, or Saving Throw that you or a creature makes during any combat for the rest of the day. You do not have to use this ability if you do not wish.
At 14th level you may now use up to 3 Hit Dice from your pool to gain portents for the day.
Grave Sense
At 6th level you can gain the ability to see as spirits do. When you enter your Rage to gain Grave Sense ( Blindsight ), which allows you to feel the presence of the living within 30’ ft. You can feel their presence even in total or magical darkness and are unhampered by the loss of sight in such situations even during moments that cause concealment (like fog cloud). As you dip into the shadow realm you also become vulnerable to radiant damage, but are simultaneously resistant to necrotic damage during your rage.
Reaver's Seal
At 10th level your Reaver’s blade is so deadly that each strike opens deep gushing wounds. Every successful strike now causes bleed damage equal to your constitution modifier. The victim will continue to bleed each round until they receive magical healing or their wounds are bound with a Medicine check DC = 8 + Proficiency modifier + constitution modifier.
Also, if a foe falls beneath your unholy blade, you wipe the blood across your forehead and utter a brief offering to the death god. From this moment, that soul is pushed toward the halls of the dead. The victim cannot be animated into an undead, nor can they be healed to return to the living, unless the Bog Reaver is killed within the next hour. If a person fails all death saving throws and dies as a result of a Bog Reaver, they may not be revivified, raised, or resurrected; their spirit is sealed by the Reaver’s Blade.
Eye for An Eye
At 14th level the Reaver is so unafraid of death it capitalizes on an opponent's overconfidence. If you are struck by a melee critical hit, you may use your Reaction to attack your foe with advantage as well. If you hit, you can expend a use of your Rage to make this hit a critical hit. If this attack kills your opponent you absorb any excess damage as a payment from the death god (gain as hit points but never over your maximum as temporary hit points). Their blood mists as you breathe in their last bit of life and infuse it with your own.
You are so feared that you exude an aura of dread; foes can smell death upon you. Everyone coming within 15’ ft. of you must make a Wisdom saving throw DC = 8 + Proficiency Modifier + Constitution Modifier or become Frightened; they may roll a saving throw at the end of each of their turns. If they leave the Bog Reaver’s Death Aura and enter again, they must make a new saving throw.
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