Fighter
Base Class: Fighter

Followers of the Reaver archetype live and die by a simple axiom: to repay every bit of pain they experience. Warriors who choose to be Reavers undergo a gruesome ritual to become a conduit of death: the closer they are to dying themselves, the better they can tap into the forces of the afterlife to strengthen their blows. 

To be a Reaver is to always balance on the razor's edge in combat. Taking blows they could have dodged and even harming themselves wilfully aren't strangers to their strategy. A Reaver is at their mightiest with one foot in the grave, turning the tables of the fight when it seems most dire.

Conduit of the Afterlife

Beginning when you choose this archetype at 3rd level, you gain the ability to use Reaver Dice when you roll damage on an attack roll made with a weapon. These dice represent the strength you draw from the afterlife. The more damage you've taken, the more Reaver dice you get to roll. Your Reaver dice increase as you gain levels in this class. You may add your Reaver Dice to a damage roll once per turn, but regain the ability to do so when you use your Action Surge.

Percentage of Hit points remaining NUMBER OF REAVER DICE THAT MAY BE ROLLED ON DAMAGE
100% 0 Reaver dice
70% 1 Reaver die
50% 2 Reaver dice
30% 3 Reaver dice
10% 4 Reaver dice

 

FIGHTER LEVEL REAVER DICE
3rd d4
5th d6
9th d8
13th d10
17th d12

Catharsis of Pain

At 7th level, you gain the ability to bring yourself closer to death to more effectively channel the forces of the afterlife. As a Bonus Action, you may inflict up to 2 Reaver dice of damage on yourself.

Channel of Suffering

Starting at 10th level, you gain the ability to rejuvinate yourself by stealing the life force of your foes. Whenever you roll one or more Reaver dice, you may choose to gain an amount of hit points equal to the number rolled on those dice.

Catalyst of Death

Starting at 15th level, your experience in channeling the energies of the afterlife makes it harder for those energies to get a grip on you, improving your odds of stabilizing when death is at its closest. You gain advantage on death saving throws.

Crucible of the Void

At 18th level you have become so accustomed to balancing on the edge of death that you can hold on to life by force of will alone. Once per long rest, when you drop to 0 hit points you may use your reaction to delay dropping unconcious. While you are delaying dropping unconcious you are concentrating as if concentrating on a spell. As long as you maintain your concentration you are immune to dropping unconcious. If you lose your concentration while still at 0 hit points, you drop unconcious as normal. 

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