Base Class: Fighter
The Reavers are an elite fighting force from the human city of Talaran. Reaver candidates are selected from birth to undergo Reaver training. This training involves martial proficiency with two weapon fighting, Reavers attach special weapons on their arms that they use as an extension of themselves, some decide to permanently add them by replacing their original hands.
Reavers are also masters of psychological warfrare, Reaver armor is fashioned to make the wearer look like a monster, adorned with monsterous features, the form is chosen at a young age by the Reaver during a secret ritual. Reavers from a young age undergo psychological conditioning to adopt characteristics of their monster's visage and imbue regular doses of a drug that improves their combat prowess. This drug is said to be provided by a Greater Devil that made a pact with the original Reavers.
After their training is complete, Reavers adopt a new name that is descriptive of their combat specialization (e.g Eviscirator, Impaler). Reavers never use their original names and try to keep them hidden.
On the battlefield, Reavers wreack havoc by decimating their opponents. In combat Reavers fight in a frenzied state, some believe that Reavers are inhabited by demons during battle and that is not unfounded. In combat Reavers have to control their urges to give in complete control to their frenzy, a Reaver that completely gives in is permamently altered to an actual Fiend called a Reaver Demon. Reaver demons are a stronger form of the original person, they gain additional powers that are based on the Reaver's personality before the transformation, their armor is transposed on their body and becomes their actual skin. On very rare occasions, Reaver Demons maintain their original personality but usually Reaver Demons become bloodthristy monsters that are constantly searching for any living creature unfortunate enough to meet them.
Intimidating Stature
Beginning when you choose this archetype at 3rd level, You gain proficiency in intimidation. If you are already proficient, double your proficiency bonus..
Reaver Weapon
You gain two reaver weapons from the reaver table below, these weapons have the light property and can be attached or detached to and from your hand by spending an action. Reaver weapons cannot be disarmed.
Blade/Axe - 1d10 slashing -
Schimtar - 1d8 slashing - finesse
Rapier - 1d8 piercing - finesse
Spear - 1d8 piercing - reach
Hammer - 2d4 bludgeoning -
Whip - 1d8 bludgeoning - reach
Eviscerate
Starting at 3rd level, when you take the attack action, you can make one additional weapon attack as part of that action.
You can use this feature a number of times equal to your Strength or Dexterity modifier (which is higher). You regain all expended uses when you finish a long rest.
Magic Infusion
Starting at 7th level. Your attacks with your reaver weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Debilitate
Debilitate
Starting at 7th level. When an attack made with a reaver weapon hits, the target must succeed on a Constitution saving or gain the following effect depending on the damage type of the reaver weapon:
Slashing - Lacerate: At the start of creatures turn, it loses 1d8 hit points and must repeat the saving throw.
Piercing - Puncture: The creature loses 2 AC until the start of it's next turn.
Bludgeoning - Concuss: The next attack roll or saving throw the creature makes is rolled with disadvantage.
Debilitate save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Frightening Presence
Starting at 10th level. Any creature hostile to you that starts its turn within 20 feet of you must make a Wisdom saving throw, unless you are incapacitated. On a failed save, the creature is frightened of you until the start of its next turn. If a creature's saving throw is successful, the creature is immune to this feature for the next 24 hours.
The DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Battlefield Frenzy
Starting at 10th level. You are immune to the Frightened and Charmed conditions.
Greater Evisciration
Starting at 15th level. You can use the Eviscirate feature an unlimited number of times.
Frenzy Through Death
Starting at 18th level. When you drop to 0 hit points you are not knocked unconsious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. If you would die, you don't die until your turn ends and you haven't attacked a hostile creature.
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