Fighter
Base Class: Fighter

Reavers are created from the bond of a magical spirit to a willing/non-willing host. They are able to choose several different abilities further making for a very unique character. Evolution is the key point for a Reaver. Early on, a Reaver's basic abilities are determined by the kind of spirit they are bonded with and the way they were created. As they progress through their adventures/missions opportunities become available to form a specific character.

First Alteration

Beginning when you choose this archetype at 3rd level, you may choose one of three Alterations.

  • Unkillable - Beginning when you choose this archetype at 3rd level, you gain a permanent +1 to your Armor Class and increase your Maximum Hit Points by 10.
  • Arcane Bolster - Beginning when you choose this archetype at 3rd level, you may add [roll]1d6[/roll] force damage to a ranged attack a number of times equal to your DEX modifier before you must take a long rest. Once per short rest, you may increase the damage by an additional [roll]2d10[/roll] elemental damage of your choice. You will take [roll]2d10[/roll] force damage if this feature is used. If this feature kills a creature, you may use it again.
  • Exploit - Beginning at 3rd level, when you use the Attack action on your turn, you can make one unarmed strike as a bonus action. Once per short rest you may increase the damage by an additional 1d6.
Arcane Bolster

Beginning when you choose this archetype at 3rd level, you may add [roll]1d6[/roll] force damage to a ranged attack a number of times equal to your DEX modifier before you must take a long rest. Once per short rest, you may increase the damage by an additional [roll]2d10[/roll] elemental damage of your choice. You will take [roll]2d10[/roll] force damage if this feature is used. If this feature kills a creature, you may use it again.

Exploit

Beginning at 3rd level, when you use the Attack action on your turn, you can make one unarmed strike as a bonus action. Once per short rest you may increase the damage by an additional 1d6.

Unkillable

Beginning when you choose this archetype at 3rd level, you gain a permanent +1 to your Armor Class and increase your Maximum Hit Points by 10.

Second Alteration

Starting at 7th level, you may choose two of five Alterations.

  • Iron Will - Beginning at 7th level, you steel your resolve gaining +2 on all Wisdom Saves. Once per long rest you can apply your Wisdom Save to hit with a melee weapon.
  • Mechanical Stride - Beginning at 7th level, you gain +2 on all Reflex Saves. Once per long rest you can double your movement range for 1d4 turns.
  • Alchemy - Beginning at 7th level, you learn 3 cantrips of your choice from the Artificer Spell list. DEX will be your spellcasting modifier for these spells.
  • Golem Skin - Beginning at 7th level, once per long rest you gain +2 AC, resistance to magical and non-magical damage for 1d4 turns.
  • Second Chance - Beginning at 7th level, once per long rest you may choose to reroll a critical failure. 

Third

Beginning when you choose this archetype at 3rd level, you may choose one of three Alterations.

Fourth

Beginning when you choose this archetype at 3rd level, you may choose one of three Alterations.

Fifth

Beginning when you choose this archetype at 3rd level, you may choose one of three Alterations.

Comments

Posts Quoted:
Reply
Clear All Quotes