Base Class: Barbarian
The Path of the Reaver embodies a savage union between a barbarian and the monstrous forces that haunt the realms. These warriors, marked by an unsettling aura, delve into the essence of aberrations, forming an unholy communion with creatures most would shudder to face. With every encounter, they absorb the very monstrosities they battle, undergoing a transformation that blurs the line between predator and prey.
Monstrous Form
At 3rd level, your body has adapted to the horrors of monstrosities. Through your encounters, you've learned to absorb elements of these aberrations into your being, causing you to exude an unsettling aura. You have disadvantage on all Charisma (Persuasion) checks but gain advantage on all Charisma (Intimidation) checks.
Additionally, as part of your monstrous transformation, you can manifest a physical alteration related to the monstrosities you've encountered. This could include subtle changes like scales, fur, or a change in eye color, tentacles or other Eldritch appendages sprout from your body, spikes or bony crests growing along the spine or head, or other things emphasizing the bond between your character and the monstrous entities.
Unnatural Restoration
The Reavers also discover the Unnatural Restoration within the monstrosities they confront. When the chaos of battle takes its toll, they tap into the unnatural vitality of their foes, using a hit die to mend wounds. This ability to regenerate during the rage reflects the constant reshaping of their form, a macabre dance between life and the eldritch forces they've absorbed.
Also at 3rd level, you discover the unnatural restorative properties within the monstrosities you've encountered. You can spend a hit die as a bonus action during your rage, regaining hit points equal to the roll plus your Constitution modifier. It is said that in these moments of recuperation, the monstrosity within you subtly reshapes and fortifies your form. This feature also complements your Monstrous Form, reinforcing the connection between the monstrous essence and your ability to recover during the heat of battle.
Chimeric Limb Augmentation
- At 6th level, your communion with monstrosities grants you the ability to manifest additional monstrous features when you rage. It is as if you momentarily become one with the essence of the creature, enhancing your predatory instincts. When you enter a rage, choose one of the following options:
- Additional Legs: Your lower body transforms, growing additional legs. Your walking speed increases by 15 feet.
- Tongue-Tether Yank: Your tongue becomes a flexible and surprisingly strong appendage. As a bonus action, your elongated tongue darts out with uncanny precision, targetting a medium or smaller creature within 20 feet. The target must succeed on a Strength saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier. On a failed save, the target is pulled to an unoccupied space within 5 feet of you.
- Stinger Tail: A venomous tail with a stinger emerges. As a bonus action, you can make a melee attack with the stinger, dealing 1d8 piercing damage and injecting poison. The target must make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier or take 2d8 poison damage and become poisoned until the end of its next turn.
- Sticky secretions: Your limbs start to ooze a sticky substance giving you the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed, and advantage on Strength (Athletics) checks to grapple a target.
- Tentacle Slap: Long, sinewy tentacles sprout from your body. As a bonus action, you can use these tentacles to strike all targets in a 10 foot radius centered on you. All creatures of your choice must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier or take 2d4 bludgening damage.
- Eyeless sight: your eyes evaporate giving you sight without sight. You gain 15 feet of blind sight and 60 feet of tremor sense.
Inhuman Surge
At 10th level, you've learned to harness the chaotic energy within monstrosities. When you enter a rage, you can unleash a surge of monstrous power. Until your rage ends, your melee attacks deal an additional 1d8 force damage. This force seems to resonate with the monstrous power you've absorbed, becoming a manifestation of your predatory nature. Additionally, you gain advantage on saving throws against being charmed or frightened, a testament to the resilience ingrained by your monstrosity-infused nature.
Unnatural Fusion
At level 10, your macabre unity with the monstrous essence pulsating within intensifies. When you enter rage, you can evoke a twisted synergy, selecting two abilities from the Chimeric Limb Expansion list to manifest simultaneously.
Reaver's Wrath
At 14th level, your communion with monstrosities reaches its zenith. Once per long rest, you can enter a state of Monstrosity's Wrath. For 1 minute, your Strength score increases by 4, and you gain resistance to all damage. Additionally, your melee attacks score a critical hit on a roll of 18-20. During this state, it is as though you become a living conduit of monstrosity power, embodying the essence of the creatures you have hunted and conquered.
Previous Versions
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