Barbarian
Base Class: Barbarian

While most Barbarians focus on overcoming their foes with raw power and brute force, those known as Reavers augment their impressive strength with martial technique and tactical maneuvers. These fearless warriors are often employed as advance forces, and their combat skill and resilience strikes fear into the heart of any who stand against them in battle.

Version 2.1.1 - Created by /u/laserllama (reddit.com/user/LaserLlama/) and available on GM Binder in Barbarian Primal Paths.

Swift Strides

Rather than become blinded by Rage, you enter a heightened state of focus and move with purpose. When you are Raging, opportunity attacks against you are made at disadvantage, and whenever you make a Strength (Athletics) or Dexterity (Acrobatics) check to move or jump, you gain a bonus to the roll equal to your Constitution modifier (minimum of +1).

Reaver's Superiority

You have studied martial techniques to enhance your battle field presence. When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn two Maneuvers of your choice from the list at the end of this subclass description. You can use only one Maneuver per attack. When you gain a level, you can replace one Maneuver you know with another of your choice.

You learn one additional maneuver of your choice at 6th, 10th, and 14th level.

Superiority Dice. You have three Superiority Dice, which are d6s for you. You must expend a Superiority Die to use one of your Maneuvers. You regain all of your expended Superiority Dice when you finish a short or long rest.

You gain another superiority die at 6th level and one more at 14th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Maneuvers

The maneuvers are presented in alphabetical order.

Ambush

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren’t incapacitated.

Bait and Switch

When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.

Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Brace

When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon’s damage roll.

Brutal Strike

When you hit a creature with a melee weapon attack, you can expend one Superiority Die to deal additional damage to the target. Roll your Superiority Die twice, and add the results to the damage roll of the attack.

Crippling Strike

When you hit a creature with a melee weapon attack, you can expend a Superiority Die to cripple it. You add the Superiority Die to the damage of the attack, and the target must succeed on a Constitution saving throw, or it's speed is reduced to 0 until the start of your next turn.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Goading Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Grappling Strike

Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.

Lunging Attack

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

Menacing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Precision Attack

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

Sweeping Attack

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Trip Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Improved Technique

Your combat prowess rivals that of heroes of great renown. Upon reaching 6th level, you gain an additional Superiority Die, and all of your Superiority Dice become d8s. You also learn one additional Maneuver of your choice

Unstoppable Warrior

The chaos of battle heightens your reflexes. While you are Raging, you gain the benefits of Freedom of Movement.

You also learn one additional Maneuver of your choice.

Storm of Flesh and Steel

You have reached the pinnacle of your training, and woe to any who stand against you on the field of battle. At 14th level, you gain a final Superiority Die (for a total of 5), and your Superiority Dice become d10s. If you enter a rage with no Superiority Dice remaining, you regain one Superiority Die. You also learn one additional Maneuver of your choice.

Path Of The Reaver (Laserllama) Image

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