Barbarian
Base Class: Barbarian

Reavers are built around using their own consuming presence to steal the life force, willingness, and/or magic against them. Using their aura while they rage, the Reaver steals the power of those who threaten their space by forcibly stealing from the hostile. As Reaver's grow in strength they learn to steal more than just power and skills, they are eventually able to manipulate those around them by using their presence to charm those they engage socially with. A Reaver is devastating warrior, and cunning socialite fueled by emotion. 

Consuming Aura

Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover. This extends to 30ft at 6th level. 

Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. When activated either by initially entering your rage, activating this effect as a bonus action, and when a creature starts its turn within your aura, hostile creatures must make a constitution saving throw. On a failed saving throw the creature takes 1d6 necrotic damage, half damage on a success. You then take this damage roll and can use to add to only one of the following before the start of your next turn; add to any attack or damage roll, add to any ability check, add to a saving throw, or add as temporary hit points (still following regular temporary hit point rules).  This damage increase to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.

Your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Consume

Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. When activated either by initially entering your rage, activating this effect as a bonus action, and when a creature starts its turn within your aura, hostile creatures must make a constitution saving throw. On a failed saving throw the creature takes 1d6 necrotic damage, half damage on a success You then take this damage roll and can use to add to only one of the following before the start of your next turn; add to any attack or damage roll, add to any ability check, add to a saving throw, or add as temporary hit points (still following regular temporary hit point rules).  This damage increase to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.

Consuming Presence

At 6th level, your aura persists even when your aura isn’t active. 

You gain proficiency in Charisma checks and Insight checks.

 

Manipulating Power

At 10th level, you learn to use your mastery of power to mainpulate or harm others. Each creature of your choice within your aura can receive 1 of any of the damage you consumed in place of you. You must declare this as the damage is rolled. A creature you choose to enhance can use the result of the roll in the same ways you can. While a creature you choose to inhibit will have that roll be taken off any dice roll they make on their turn of your choice. Choosing to inhibit a creature in this way costs you your reaction. 

You can use this ability, equal to your proficiency bonus, regardless of how many creatures you affect on your turn. You gain back all uses after a long rest.

Raging Storm

At 14th level, the power of the aura you becomes more crushing for your foes.

Whenever a creature enters your aura for the first time on its turn the creature must make a Charisma saving throw. On a failed save the creature's speed is reduced to 0 until the start of its next turn. 

Creatures that you hit and do additional damage to with power of your consuming aura must make a Wisdom saving throw or be stunned until the start of your next turn. You must have used the dice roll from Consuming aura has additional damage for this effect to work.

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