Barbarian
Base Class: Barbarian

The Outsider’s Gaze: A Blood-Soaked Saga


In the shadow of the jagged peaks, where the wind howls like a vengeful spirit, I stumbled upon the camp of the Reavers. Their name whispered through the valleys—a blend of awe and terror. I, a humble scribe seeking tales, had unwittingly stepped into their domain.

The Reavers’ tents stood like scarred sentinels, their hides patched with dragon scales. The air reeked of iron and sweat, and the ground bore witness to countless battles. I watched from the fringes, my ink-stained fingers trembling.

Korag the Scarred, their chieftain, emerged—a mountain of muscle and madness. His eyes held secrets—of wyverns slain, of blood-soaked oaths. His beard, matted with gore, swayed as he addressed his kin. They listened, their faces etched with defiance and hunger.

“We are the children of dragons,” Korag bellowed. “Their blood courses through us—their rage, their hunger. We drink it willingly, for power demands sacrifice.”

And sacrifice they did. The Reavers bore scales—emerald, obsidian, or crimson—like badges of honor. Each scale told a story: a wyrm felled, a brother lost. Their bodies bore scars—both physical and spiritual. For the dragon’s gift was twofold: strength and madness.

I observed Lysara, a young Reaver with eyes like molten gold. She practiced her blade dance, her movements fluid yet lethal. Her laughter echoed—a melody of defiance. “The wyverns sing to me,” she confided. “Their whispers guide my strikes.”

But Lysara’s sanity waned. Her laughter turned to screams in the moonless nights. She spoke of visions—of ancient dragons, forgotten realms. The blood pact gnawed at her mind, and her eyes held hunger beyond hunger.

The Reavers fought like possessed demons. When wounded, they laughed—a chorus of pain and ecstasy. Their blades dripped with ichor, and their enemies fell like wheat before the scythe. “We are the storm,” Korag declared. “The tempest that devours all.”

Yet, there was a cost. The Reavers’ sanity unraveled. They whispered to shadows, their minds fractured. Some vanished into the wilderness, seeking solace in dragon-haunted caves. Others embraced the abyss, their eyes vacant, their souls aflame.

One night, as the moon hung low, I witnessed a ritual. Thalgar, the shaman, chanted ancient verses. His veins pulsed with dragonfire. He slit his palm, offering it to the earth. “For power,” he intoned. “For oblivion.”

The ground trembled. Shadows danced. Thalgar’s eyes glowed like dying stars. He glimpsed eternity—the yawning maw of chaos. When dawn broke, he was gone—melded with the wyrm’s essence or lost to the void.

As I fled the Reavers’ camp, my quill trembling, I knew this: They were more than savages. They were conduits—bridges between worlds. Their bloodlust birthed legends, and their madness painted the tapestry of Krynn.

So, dear reader, beware the Reavers. When you hear their war cries, know that they dance on the edge of oblivion. Their blades hunger, their minds fray, and their souls burn. And perhaps, just perhaps, they touch the very heart of dragons.

Fury Unleashed

At 3rd level, you tap into the ancient rage that courses through your veins. When you enter a rage, your connection to the Reaver awakens. You gain the following:

  • Bloodthirst: When you take damage while raging, your fury intensifies. For each hit point of damage you suffer, you gain a Bloodthirst Point. These points fuel your abilities. You can accumulate a maximum of 3 Bloodthirst Points.
  • Sanguine Strikes: When you make a melee weapon attack while raging, you can expend a Bloodthirst Point to deal an additional 1d6 necrotic damage. This damage increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.

Visions of Carnage

At 6th level, your connection to the Reaver’s Madness deepens. When you are below half your maximum hit points, you gain the following benefits:

  • Berserker’s Insight: You have advantage on Wisdom saving throws to resist being charmed or frightened.
  • Bloody Frenzy: When you reduce a creature to 0 hit points, you regain hit points equal to your Barbarian level + your Constitution modifier. However, roll a Wisdom saving throw (DC 12). On a failure, you suffer a temporary madness effect (roll on the Short-Term Madness table in the Dungeon Master’s Guide).

Crimson Resilience

Starting at 10th level, your body becomes a vessel for the Reaver’s Curse. When you are below half your maximum hit points, you gain the following abilities:

  • Blood Pact: As a bonus action, you can expend your Bloodthirst Points to regain hit points equal to your barbarian level times the number of points expended. However, for each point spent, roll a Wisdom saving throw (DC 15). On a failure, your madness deepens (roll on the Long-Term Madness table).
  • Unyielding Wrath: When you take damage that would reduce you to 0 hit points, you can choose to remain standing with 1 hit point. However, your next attack must be directed at the source of your pain. You can do this a number of times equal to your constitution modifier per day.

Rage Eternal

At 14th level, your sanity teeters on the brink. When you are below half your maximum hit points, you gain the following abilities:

  • Reaver’s Echo: When you score a critical hit, you deal an additional 2d6 necrotic damage. This damage ignores resistance and immunity.
  • Madness Unleashed: Once per long rest, you can embrace the full wrath of the Reaver. For 1 minute, you gain the following benefits:
    • Advantage on attack rolls.
    • Resistance to all damage except psychic.
    • Your critical hit range becomes 19-20.
    • You must attack the nearest creature each turn, friend or foe.

At the end of this frenzy, you suffer 1 level of exhaustion and roll on the Indefinite Madness table.

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