Fighter
Base Class: Fighter

Reavers terrorize their enemies, feast upon the souls of their slain opponents to heal their own flesh, and can unleash a blood frenzy that makes them more powerful as they come nearer to their own deaths.

Blood Frenzy

They thought you'd get weaker once they wounded you. They were wrong. When you are bloodied, you gain bonus damage to all attacks equal to your constitution modifier.

Terrifying Fury

Your critical strikes have a chance to cause a gory mess and send nearby enemies fleeing in a panic. You gain proficiency in Intimidation. Additionally, when you perform a critical hit, you can use a reaction to make an Intimidate check against the Insight checks of every enemy within twenty feet. Any enemies that lose are frightened of you for 1d4 rounds.

Fervor

When an enemy dies near you, the thrill of death spurs you to hit that much harder. When an enemy dies within twenty feet of you, you have advantage on all melee attacks until the end of your next turn.

Devour

Blood is life. You rip into your enemy, doing damage based on how badly you're wounded and healing yourself. While you are bloodied, whenever you hit with a melee attack, you gain 1d10 temporary hit points.

Dragon Rage

You launch an attack fueled by your fury, ripping into foes for damage that increases as your own wounds deepen. As an action, you can make a special attack. This attack uses your Strength modifier for attack and damage, and deals 2d12 damage on a hit. If you are bloodied, it deals 4d12 damage instead, and scores a critical hit on a 19-20.

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