Base Class: Barbarian
There are some barbarians that wear death like a mask. They take all their rage, fear, anger, courage and pour it into a mask of their own creation. This mask is always some twisted personification of death and horror. When the barbarian puts on his mask, he becomes a different person. He becomes the mask. It is a supernatural transformation and all those that look upon the reaver see the horror of death incarnate.
A reaver can come from almost any background. His transformation begins at an early age. It usually involves him living though a horrific event when he was young. He gains a grim fascination with death. For some this may be a coping mechanism to deal with the traumatic event of earlier years, ‘hiding’ behind the face of death. Others may feel free from the constraints of death or even drawn to the morbidity and callous indifference of death. Whatever it may be, they all have one thing in common. They found a place where they could put all those primal feelings and unleash them in gory brutality.
Mask of Death
By 3rd level the reaver has taken all his primal feelings and infused them into a mask of his own creation. This mask is supernatural and indestructible. This mask is manifested from the barbarian's psyche and may be summon at will, appearing either on his face or in his hand. It only takes a free action to equip the mask. The mask seems to have a life of its own and has a desire to be worn. It will never detect as magic, but many may feel it has a mystical presence. Whenever the barbarian enters a rage the mask must be put on and when ever the barbarian exits a rage the mask comes off. When the mask comes off it fades out of existence and back into the barbarian's own psyche. Once the mask has been put on, the only way to remove it is by the reaver or if he becomes unconscious. The mask cannot be worn outside of being enraged.
The reaver, while enraged, may use a bonus action to gaze at any one creature within 30 feet of him. The target must be able to see the reaver. This gaze is terrifying, causing the recipient to make a wisdom saving throw vs. the barbarian's save DC (8 + Str modifier + proficiency bonus). Only animal intelligence or higher beings that meet the reaver’s gaze can be affected. Those that fail become frightened until the end of the reaver’s next turn. Once a target has met the gaze of the reaver and failed its saving throw, the reaver doesn’t need eye contact to further impose its frightening visage upon them. The reaver only needs to cast his gaze upon him, as a bonus action, and force his target to once again make a saving throw or be frightened. Once a target has made a saving throw, it can no longer be affected by the reaver’s horrific gaze for 24 hours.
When the reaver becomes the mask, his feelings are detached. He no longer feels fear or happiness. He is immune to being frightened or charmed. If he is frightened or charmed, the effect is suspended while enraged. This immunity only applies while the reaver is in a rage. It isn’t just the act of wearing the mask, it is the giving of one’s self over to the mask that fuels his abilities.
Controlled Rage
The reaver’s mask becomes the source from which all of his primal feelings emanate. Because of this, at 6th level, the reaver can maintain his state of rage in between rounds of attacking or taking damage. Each round that neither happens, the reaver’s ‘mask’ may choose to fuel the reaver’s rage. For each time the reaver enters a rage, he gains 2 extra rounds without attacking that he may maintain his rage. This increases to 3 extra rounds at level 9, and 4 extra rounds at level 12. These rounds do not need to be consecutive. At level 15 the determination and control over that the mask has over the reaver’s rage removes the advantage penalty that Reckless Attack gives to his enemies.
Supernatural Barrier
The mask itself creates a supernatural barrier between the reaver and the rest of the world. At 10th level the reaver gains resistance to psychic damage while enraged. In addition, the reaver may use a reaction to force the source of the psychic assault to receive the same damage taken by the reaver. He may attempt to reflect psychic damage a number of times per long rest equal to his proficiency bonus.
Howl of the Dead
At 14th level the reaver may use an action to unleash a death curdling war cry. The reaver lets out all the primal emotions infused with his mask in one scream of pain and anguish. This massive wave of supernatural energy causes all enemies within 30 feet to make a wisdom saving throw vs (8 + Str modifier + proficiency bonus). A failed saving throw results in 4d10 + ½ of the reaver’s level in psychic damage and become frightened until the end of the reaver's next turn. A successful save results in half damage and no fear effect. Enemies unable to hear are not affected. Once the reaver lets loose a howl of the dead, any active rage ends immediately ends. Furthermore, he is unable to re-enter a rage for 5 rounds. This howl may only be used once per short rest.
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