Base Class: Barbarian
The Mind-Bound Reavers
Origins
In the shadowed valleys of Kartha, the Reavers' Oath was forged not only in blood but in the depths of the mind. Ancient shamans discovered that the mind could be as powerful as the body, and by channeling psychic energy through shared pain and sacrifice, they could unlock formidable strength. This revelation led to the creation of the Mind-Bound Reavers, warriors who wielded their own mental fortitude as a weapon.
Ritual and Ceremony
To join the Mind-Bound Reavers, a warrior undergoes a rite of passage where they meditate in a trance, focusing on their deepest fears and pain. This mental ordeal strengthens their psyche, allowing them to tap into psychic energy. The ritual is both a test of endurance and a binding contract with the ancestral spirits who grant them this power.
Cultural Flavor
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Symbols: Warriors bear tattoos of psychic sigils on their forearms and temples, marking their connection to the mind's power.
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Spirit Keepers: Elders who guide initiates through mental trials, teaching them to harness their psychic abilities.
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Tales of Glory: Legends speak of Reavers who, in the heat of battle, could project their pain into enemies, causing them to falter in fear.
Level 3: Blood Mark
Upon entering your rage, your strikes become infused with the essence of life and death. While raging, each time you hit with a melee weapon, add extra damage based on your current HP percentage:
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≤ 75% HP: +1d4 necrotic damage
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≤ 50% HP: +1d6 necrotic damage
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≤ 25% HP: +1d8 necrotic damage
Bonus damage applies to every hit while raging; it stacks with other modifiers.
Level 6: Crimson Echo
Your rage forges blood echoes from fallen foes. When you reduce a creature to 0 HP, you gain 1 Blood Echo (max 3; all recover on a short rest).
You can spend 1 Blood Echo as a reaction to heal 1d6 + half your Constitution modifier. The healing is psychic in nature, representing the mental fortitude drawn from your oath.
Level 10: Bleed Aura
Your blood seeps outward in a pulsing aura while you're raging and wounded (≤ 75% HP). At the end of your turn, each hostile creature within 10 feet takes psychic damage—and you heal the same amount. Damage scales by your remaining health:
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50–75% HP: 1d4
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25–50% HP: 1d6
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≤ 25% HP: 1d8
No effect if you're above 75% HP.
Level 14: Dragon’s Resurgence
You unleash the blood oath’s full wrath. As a bonus action during rage, spend 1–5 Blood Echoes to fuel this burst:
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Gain +2d6 weapon damage per Echo spent, for this turn.
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Heal 1d6 HP per Echo spent.
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Recoil: immediately lose ½ your current HP per Echo spent (rounded down).
The damage type is determined by your current HP percentage:https://www.reddit.com/r/DnD/comments/j5cmcf?utm_source=chatgpt.com" target="_blank" rel="noopener">reddit.com
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≤ 75% HP: necrotic damage
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> 75% HP: psychic damage
This duality reflects the balance between physical decay and mental resilience.
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