Fighter
Base Class: Fighter

Through the ritual ingesting of dragon's blood, a warrior can gain the battle-frenzied strength of a Reaver. Driven by a blood that longs to be shed, Reavers turn the chaos and pain of battle to their advantage with a series of powerful and potentially dangerous offensive oriented abilities. The more damage a Reaver takes, the more dangerous they become. They are a true sight of terror on the battlefield, and most warriors of good sense would run long before facing one.

Ring of Pain

Starting at 3rd level, you can mark part of the battlefield as yours, creating a ring of pain. Enemies inside the ring take more damage with every attack against you, while your own attacks hit harder. When you are hit in combat, you can use your reaction to activate Ring of Pain, and force all non-friendly creatures within a 10 ft radius of you to make a Wisdom saving throw against a DC of 13 + your proficiency bonus. On a failed save, they become Taunted until the end of your next turn and must use their action to attack you. If a Taunted creature lands a hit on you with a melee weapon, they take 1d8 fire damage. Additionally, when you use your action to attack a Taunted creature with a melee attack, you gain a +1 bonus to your attack and damage rolls against the Taunted creature.

This effect’s fire damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

You can use this feature a number of times equal to your 1 + your Constitution modifier, and you regain all spent uses of it when you finish a long rest.

Terrifying Fury

You can instill fear in your enemies after carrying out a particularly brutal attack. Starting at 7th level, whenever you land a critical hit with a melee weapon, you can select any number of creatures within 60 ft that are aware of you. The targeted creatures must succeed on a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier or be frightened of you for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours.

Devour

You can draw power from your enemies pain and heal yourself by spilling blood. Starting at 7th level, when you hit a creature with a melee weapon attack, you can choose to heal yourself for half the amount of damage done by your attack. Once you use this feature, you must finish a long rest before it can be used again.

Bloody Frenzy

When surrounded by the scent of blood, your attacks become more lethal. At 10th level, whenever you make an attack against a creature who's health is below half their maximum hit points, you make that attack with advantage.

Dragon Rage

The dragon's blood within your veins has made you faster and more ferocious than ever. Starting at 15th level, if you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

Rampage

At 18th level, as a bonus action, you can go into a Rampage and become an unstoppable fury of physical force. For one turn, your attacks hit exponentially harder and faster, and you gain the following abilities:

  • Whenever you hit another creature with a melee weapon attack, it is considered a critical hit.
  • Whenever you hit another creature with a melee weapon attack, you heal half the damage dealt.
  • You get an extra attack as part of your Attack action.

When the effect ends, you cannot move or take actions until after your next turn. Once you have used this ability, you cannot do so again until you complete a long rest.

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